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Messages - GameMaker_95

#21
Hi Kumpel,

I'll give that a try today and see how I go. I'll let you know if I run into a problem.

Thanks.
#22
Hi,

I have a dumpster that I need to search to obtain a backstage pass. I want to be able to click on it to open it, click to search (get the pass), click to close.

Then every other time I open it to search, it says there is nothing else of interest. What would the best way to animate it be (I have all the frames of it) and what script would I need to do this. keep in mind I'm not a noob but I'm close to one.

Thanks in advance.

#23
Thanks Grok, I tried it and it worked perfectly.
#24
Thank you Grok, I will give it a try and get back to you.
#25
Thank you, I will change the script and see how it runs. I need to do a little fine tuning with where he walks but other than that
he runs fine now. Thanks for the help slasher.
#26
It animates once, it is his pick up animation, it then changes back and the script carries on.
#27
Thank you, that worked, I just didn't click that was what was missing. That solves one problem.
#28
Hi,

I have two problems, I have created a room to act as a menu with hotspots for the buttons but my problem is,
I want to disable the dropdown inventory GUI for just this room. I've tried a couple of things, mostly examples given already such as enters rooms, leaves room.
I believe I am using the [MODULE] SingleCursor 1.1 by hedgefield if that makes a difference.

OTHER PROBLEM SOLVED. THANKS slasher.
#29
Snarky, you are a genius.

I changed it and it works perfectly now, thanks so much.
#30
Hi Gilbert

I checked and the only things in the rooms script that reference the objects are the look, interact, talk
messages. Other than that, no, nothing to interfere.
#31
Hi,

I have a problem with two objects which are characters. I need one to be visible and the other not, unless I have a certain object in my Inventory
In which case, reverse that. I have tried a number of different variations, object visible from start and such, but all I get is only one visible and
that being the wrong one, or both visible. Here is the code I am using, I can't get it to work and it could be completely obvious, in which case, sorry in
advance.

Code: ags


function room_Load()
{
      if (player.HasInventory(iBurnie)) {
        object[2].Visible = false;
        object[3].Visible = true;
    } else {
        object[2].Visible = true;
        object[3].Visible = false;        
    }
}    
   
 

Thanks,
GameMaker95
#32
Hi Nicky

It worked perfectly for what I wanted, no problems.

Thanks again for your help, appreciate it.
#33
I'll let you know.
#34
Thanks Nicky

I will work on this tomorrow and see if I can do it, it's getting late. Thanks again.
#35
Okay, I have the timer sorted but how do I make it if,else for getting the gun from the inventory and moving the cursor
over the character before the time runs out and the else happens?

Thanks
#36
Hi NickyNyce

I watched the video and I believe I now have a good Idea of how to script the scenario. Thank you
for providing the link.


#37
Hi

Okay, so I would like to create an end sequence to my game where the character enters a room and the bad guy
is walking towards a door and you need to go into your inventory and click on the gun and aim it at the bad guy or
else he will get away. I'd like it to be timed so you have only a set time to do this or he will walk away.
If it can't be done I will settle for scripting a cut scene but I just wanted to try this first.
Any help would be greatly appreciated.

Thanks.


#38
Thank you Arj0n for providing the code, it's a big help i can use it again if needed.. Thank you chaosgodkarl for explaining it simply for me to
understand, I think I can understand it and I should be able to fix these problems myself now. I appreciate the help everyone has given me.
#39
Hi Alberth

Thank you for what you have done there. I will be honest, I'm not up to the level of fully understanding the scripting language so it's difficult to understand
and I appreciate what you have done and I'm going to study this in hopes I can learn from it. While on the subject of if else variables, I have come across another
situation involving these and was wondering If you could help tidy it up, I keep getting a parse error at the first else but not the second.

{
  if (player.HasInventory(iShop))
  dShop2.Start();
  Nick.LoseInventory(iShop);
  Nick.AddInventory(iShop2);
  else
  dShop1.Start();
  if (player.HasInventory(iShop3))
  dShop3.Start();
  else
  dShop1.Start(); 
}

Thanks again. Much appreciated.
#40
Hi Gurok

It worked perfectly, thanks again, you've been a big help. I tried it multiple ways, that was just the basics of what I wanted and
it still didn't help but Thanks, now if I get stuck with something like that again, I can fix it. Thanks for explaining it.

your awesome.
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