im really confused by this
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Show posts MenuQuote from: amanta4ray on Tue 19/04/2011 23:51:39how do i put the GUI into effect?
The easiest way to do this would be to create a gui and add a label to it. In the text of the label add @OVERHOTSPOT@. This will put text over every hotspot, character and object in the game.
Make sure to set your gui color to 0 and border color to 0 (this will make it invisible, but the words will still show on the label.)
Hope this helps....
Works wonders for me!!
function hGate_MouseMove()
{
Display("Name of Hotspot");
}
Quote from: Khris on Tue 19/04/2011 21:50:50He even edited the topic to say *FIXED* without people telling him to.well i just saw other people put *FIXED* in the title so i thought it was what you were probably supposed to do
He does senselessly quote the complete previous post, putting a one-line below it though.
Quote from: Khris on Tue 19/04/2011 18:02:06you rule dude
Also, this isn't really the way to do what you want. (Unless you want to keep the interface really simple.)
What you need is the "use inventory with hotspot" event. This will createCode: ags function hGate_Useinv() { }
Now add to that:Code: ags function hGate_Useinv() { if (player.ActiveInventory == iKey) { Display("You unlock the gate and proceed down the alley."); player.ChangeRoom(2); } else player.Say("That doesn't make sense. I need to use a key."); }
function hGate_Interact(){
if (player.HasInventory(iKey))
{
player.ChangeRoom(2);
}
Quoteroom1.asc(-10): Runtime error: Function still open, missing "}"
Quote from: monkey_05_06 on Mon 18/04/2011 22:58:52this didn't work
You would do that by reading the tutorial. Or you know, learning anything about AGS.Code: ags // room script function oDoor_Click() { if (player.ActiveInventory == iKey) { // animate door opening and player walking through door player.ChangeRoom(2); } }
I won't explain anything else about the code..where to put it..or how to customize it to your needs. Until you read the tutorial and post an example of what you've actually done for yourself. Not to be rude, just saying.
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