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Messages - Melee Island Resident

#21
im really confused by this
#22
i put it as visible and normally on
and i made sure it was a label
and when i tested it it did nothing different
#23
im pretty sure i did all that but it's not working

what do i put in the properties?
#24
Quote from: amanta4ray on Tue 19/04/2011 23:51:39
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!!
how do i put the GUI into effect?
#25
In order to label different hotspots i used this code:
Code: ags
function hGate_MouseMove()
{
Display("Name of Hotspot");
}


This was quite clunky and made it hard to look at or interact with hotspots, so, is there an easier way to label scenery and other things, perhaps how it was done in MI?

I'm sure there's a really easy solution for this but does anyone have any suggestions?
#26
Quote from: Khris on Tue 19/04/2011 21:50:50He even edited the topic to say *FIXED* without people telling him to.
He does senselessly quote the complete previous post, putting a one-line below it though. :)
well i just saw other people put *FIXED* in the title so i thought it was what you were probably supposed to do

also on my other two forums people will usually quote entirely what the other person said so sorry about that
#27
Quote from: Khris on Tue 19/04/2011 18:02:06
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 create

Code: 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.");
}

you rule dude
#28
Okay I have this:
Code: ags
function hGate_Interact(){
if (player.HasInventory(iKey))
{
player.ChangeRoom(2);
}


And it's giving me this error message:
Quoteroom1.asc(-10): Runtime error: Function still open, missing "}"
#29
Quote from: monkey_05_06 on Mon 18/04/2011 22:58:52
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.
this didn't work
i'll take another look at the tutorials and see if i can find what im doing wrong
#30
If i wanted to make it so that if i had an inventory item selected, i could click on a door and it would take me to the next room, how would i do that?
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