How do you work it when you have to diff talking views ?
I have one while he is sitting down and one standing .
I have one while he is sitting down and one standing .
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BackboxOut(30);
Wait(40);
BackboxIn(10);
int over1;
over1=CreateTextOverlay (35,37,220,2,15,"A GBC Games Productions ");
Wait(200);
RemoveOverlay(over1);
// script for room: Repeatedly execute
if (character[LADYTALL].walking == 0) { //if not walking
MoveCharacterPath (LADYTALL, 183, 98);
MoveCharacterPath (LADYTALL, 123, 83);
}
******************** HOW TO MAKE CURSORS CHANGE OVER HOTSPOTS/OBJECTSA/CHARACTERS *******************************
Using the GetLocationType function you don't have to write a code for every hotspot in the game and you get
the cursor change also above objects and characters ( tou can modify it to change only on hotspots or objects,
change it to TALK when above characters etc)
Let's say your cursors are:
0 WALK
1 LOOK
2 USE
3 TALK
4 TAKE // NOT USED
5 CHANGED WALK
6 CHANGED LOOK
7 CHANGED USE
8 CHANGED TALK
9 WAIT
Just put the following code in the GLOBAL SCRIPT'S REPEATEDLY EXECUTE function
GetLocationName(mouse.x,mouse.y,name); // Get the name of what's under the cursor
if (StrComp(name,"")==0) SetDefaultCursor(); // if blank ( or hotspot with no name
//'used for CHAR STANDS ON HOTSPOT') do nothing
else {
if (GetCursorMode()==0) { //if cursor is WALK
if (GetLocationType(mouse.x,mouse.y)>0) SetMouseCursor(5); // change cursor to CHANGED WALK
else SetDefaultCursor(); } // change back to WALK
if (GetCursorMode()==1) { // if cursor is LOOK
if (GetLocationType(mouse.x,mouse.y)>0) SetMouseCursor(6); // change cursor to CHANGED LOOK
else SetDefaultCursor(); } // change back to LOOK
if (GetCursorMode()==2) { // if cursor is USE
if (GetLocationType(mouse.x,mouse.y)>0) SetMouseCursor(7); // change to CHANGED USE
else SetDefaultCursor(); } // change back to USE
if (GetCursorMode()==3) { // if cursor is TALK
if (GetLocationType(mouse.x,mouse.y)>0) SetMouseCursor(8); // Change to CHANGED TALK
else SetDefaultCursor(); } // change back to TALK
}
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