I am using the verbcoin template.
i have made a door with the following script which works fine with an eblock put in but what i want is for when i click interact with door, i do not want the player to not be able to move until it gets to the door and opens/closes it. i thought about having the game check to see if the character is on the coordinates it was asked to go to before performing the change but i do not know how to get the players coordinates.
function closeddoor_Interact()
{
cEgo.Walk(70, 230);
if (int cEgo.y = 70 && int cEgo.x = 230)= true;
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
this line i know is wrong but can someone please tell me what i should put instead, it really is just a random guess i tried but hopefully you can see what i am trying to do.
closeddoor.Visible = false;
opendoor.Visible = true;
else do nothing bla bla bla
}
i have made a door with the following script which works fine with an eblock put in but what i want is for when i click interact with door, i do not want the player to not be able to move until it gets to the door and opens/closes it. i thought about having the game check to see if the character is on the coordinates it was asked to go to before performing the change but i do not know how to get the players coordinates.
function closeddoor_Interact()
{
cEgo.Walk(70, 230);
if (int cEgo.y = 70 && int cEgo.x = 230)= true;
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
this line i know is wrong but can someone please tell me what i should put instead, it really is just a random guess i tried but hopefully you can see what i am trying to do.
closeddoor.Visible = false;
opendoor.Visible = true;
else do nothing bla bla bla
}