You need to use Button.NormalGraphic instead of Button.Graphic.
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if (cDog.Animating == false && cDog.Moving == false)
{
int r = Random(5);
if (r == 1) cDog.Walk(x,y);
if (r == 2) cDog.Animate(..)
if (r == 3) cDog.Say("...");
...
}
function on_event(EventType event, int data)
{
if (event == eEventAddInventory) {
// Code
}
}
int r = Random(2);
if (r == 0) cNPC.Say("story 1");
if (r == 1) cNPC.Say("story 2");
if (r == 2) cNPC.Say("story 3");
Quote from: Blondbraid on Sat 20/02/2021 16:22:26
I think everyone ought to see this discussion video on Red Dawn, and the fact that entertainment will reflect the creator's politics, but at 9:15 in the video, the narrator also
discusses how fiction isn't real, and exactly because it isn't real, but a creation of the author, we ought to look critically on why they are telling a story in this way.
Quote from: Blondbraid on Sat 20/02/2021 16:22:26
As for The inner world and Guard Duty, I only saw the screenshots and thought they looked nice but never got around to playing the games because there have been so many other games I'd rather play, but this sounds disappointing yet not surprising
if (gGui1.Visible && mouse.IsButtonDown(eMouseLeft)) gGui1.Visible = false;
Quote from: heltenjon on Wed 10/02/2021 09:45:52
I don't think they're floor tiles, but shadows cast by the columns.
Quote from: BarbWire on Mon 25/01/2021 22:21:47
It is nice that you have friends willing to speak up for you. I will leave you alone now, and make no further comments in this thread
Quote from: BarbWire on Mon 25/01/2021 17:55:01
It is now becoming a personal attack on me, if you hadn't noticed. I don't need to justify my posts to you ...so I won't.
I'm sure Blondbraid is quite capable of answering me, if she wants to, without you sticking your oar in. Enough said.
Quote from: Dariago on Wed 20/01/2021 15:22:47
Is there a way to "tigger/messeage" some script code/function from the global script to a room?
(For now I have a work-around: If the code is right, I updated a global variable and the player now can "open" the door by interact event. but the door is not opened automaticly.)
// in the room's rep-exec:
if (DoorOpened == true)
{
// Animate the Door
// Play a sound
DoorOpened = false;
}
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