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Messages - Jojowl80

#41
well don't I feel dumb lol. I didn't even know you could do that with rooms . Problem solved, thanks a lot!
#42
ya I have room 1 and room 2 ( which is darkened)

I put the global Variable in, it accepted it and went into the game. Now the cutscene functions for room 2 are not working.
this is the code I put in as suggested.

Code: ags

//room1

function hlightswitch_AnyClick()
{
if (Verbs.UsedAction(eGA_WalkTo)) {
 }
else if (Verbs.UsedAction(eGA_Push)) {
    player.Say("Okay.");
    PlayCutscene1 = true;
    player.ChangeRoom(2);
}
//room2


function room_Load()
{
    if (PlayCutscene1) {
        player.Transparency = 100;
    }
}

function Room_AfterFadeIn()
{
     if (PlayCutscene1) {
        
        player.Say("Oooohhhh Deeaar...");
        player.Say("I think I broke the game");
        player.Say("Jojo??");
        PlayCutscene1 = false;
    }

#43
So I put "Bool PlayCutscene1:" into the global script and got the error 'Undefined token 'PlayCutscene1' in the room 1 script
I am still very new to this.

There are a few things in the room such as eyes that still remain. the light switch is the only clickable thing, to return back to normal
#44
thanks Khris wil do!
#45
I have a sequence where the character turns off a light switch.


Code: ags

} else if (Verbs.UsedAction(eGA_Push)) {
    player.Say("Okay.");
    player.ChangeRoom(2);
    player.Transparency = 100;
    player.Say("Oooohhhh Deeaar...");
    player.Say("I think I broke the game");
    player.Say("Jojo??");
}


but what happens is that it displays the after speech *before* the room goes dark.
is dialogue just always set to go first?
#46
Perfect. that's so much eaiser! thanks everyone
#47
as said I would like to turn on and off objects


Code: ags
 
function hComputerbutton_AnyClick()
{
  if (Verbs.UsedAction(eGA_WalkTo)) {
 
  } else if (Verbs.UsedAction(eGA_Push)) {
} 
if (MyCounter == 0) {
    
    player.Say("Okay.");
     player.Walk(214, 159, eBlock);
    object[0].Visible = true;
    MyCounter +=1;


}
if (MyCounter == 1) { 
   
    player.Say("Okay.");
     player.Walk(214, 159, eBlock);
    object[0].Visible = false;
    MyCounter -=1;
}



but instead of having separate instances, It does it all in the same loop. essentially i'm hoping using the minus counter will reset back to 0 enabling the character to keep turning off and on continuously
#48
well Its working now, thanks for all the help, and thanks for the speed tip!
#49
so forgive me as I have been only doing this for 2 days, but here is the code I have so far


function oClosetdoor_AnyClick(){
if (Verbs.UsedAction(eGA_WalkTo)) {
}else if(Verbs.UsedAction(eGA_Open)) {

{oClosetdoor.Move(64, 85,  eBlock);
oClosetdoor.Clickable = false;
}
}}


Game starts,but the closet door does not visibly move to the desired location. Also it might be worth noting that the door slides slightly to the left, not on "hinges"
#50
I made a closet door that opens and when it opens I added an object to show the door open with new objects behind it. Now I dont see a way to interface with the new items. is this even possible?
#51
Progress!! also sorry for all he posts. first issue has been solved. for future reference the problem was I had the same name *hComputerscreen* for both the hotspot and the object, but for some reason it didnt give me the warning message that it was used elsewhere.

I would still like to be able to turn both the TV and screen back off by pressing the buttons tho. thanks for everyones help!
#52
okay so I changed the image of the screen object to a slightly different image. Now when I push the TV button its turning on the "computer" screen (not the television as it used to) and "calling" the function like Khris posted.  somehow the Object ID's got switched? maybe thats the problem is the Numbers are getting forced up or down by 1? This is very confusing for me.
#53
okay so here is the scenario. I have a TV hot spot and a button hot spot. the button turns the TV on. I want to make it so He can have the option of turning the TV back off. 
#54
or sorry rather the object replaces the hotspot and crashes the game when I interface with it
#55
Yes I do. Now I am having the problem where once I turn the Television screen on ( the one that worked) the function dissapears and the hot spot is there instead of the object. Maybe my problem is that I am putting objects on top of hot spots? but how else would I do it?
#56
Tried that and nothing showed up at all. so then I got the idea to try a simple hComputerscreen_Look Function and that didn't even work, ( I did not have one originally). So I can only imagine the function is not being called at all.
#57
that is correct is does indeed say that.
my push function works for all the other functions it is in. so I don't think it can be that.. so my guess is.. something else... quite the conundrum
#58
no he does not do anything at all
#59
Ya I deleted the old event first, and used the hot click. then added the code. still doesn't work. very odd
#60
well I tried everything you suggested, I changed the name to Ocomputerscreen ,and hit the hot key in the events instead of manually typing it., and it still just wont work even with your updated code.
a mystery.
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