Don't think so. Alt-x is hard-coded to abort the game, i think.
But i could be wrong, so anyone correct me then, please : )
But i could be wrong, so anyone correct me then, please : )
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function SetActionText(int gui, int object){
string text;
int mode=GetCursorMode();//store current cursor mode in 'mode' variable
if (mode==MODE_WALK) StrCopy(text, "Walk to ");//Copy "Walk to " to action text
else if (mode==MODE_LOOK) StrCopy(text, "Look at ");//Copy "Look at " to action text
else if (mode==MODE_PICKUP) StrCopy(text, "Pick up ");//Copy "Pick....
else if (mode==MODE_USE) StrCopy(text, "Use "); //or "Interact with "
else if (mode==MODE_TALK) StrCopy(text, "Talk to ");
else if (mode==MODE_USEINV){// If using an inventory item on something
string invname;
StrCopy(text, "Use ");//Copy "Use " to action text
GetInvName(character[GetPlayerCharacter()].activeinv, invname); //Store inventory item name in 'invname' variable
StrCat(text, invname);// add name to action text
StrCat(text, " with ");// add " with " to text
}
StrCat(text, "@OVERHOTSPOT@");//add the name of what the mouse is over.
SetLabelText(gui,object,text); //Set the text to the specified label
}
SetActionText(YOURGUI, YOUROBJECT);
Quote from: Konador on Thu 15/07/2004 17:35:48
Is there any way to turn AlwaysGoToHotspots=1; off for only a specific object.
My problem is this;
The item is on a "walk behind" object. There is walkable area behind it. When I interact with the object, the character moves to the walkable area behind, as that is closer to the object co-ords that the walkable area in front. I need to set the co-ords manually for only this object, but would like AlwaysGoToHotspots to be enabled for the rest of the objects, hotspots, and characters.
Is this possible?
QuoteI remember CJ explained about this issue in some other thread, but I'm just too lazy to dig that out.do you mean this one? : http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12394.0
QuoteAnd I don't think that's really such important, considering the effort on implementing it and it's not a complete programming package, #define was just there to give you some small convenience.Ah ok, i just wanted to know if i should forget about it forever : )
#define NUMBER 5
#define OTHER_NUMBER NUMBER
#define OTHER_NUMBER NUMBER+3
Quotedoes anyone know of a working link where i can get a working lucasarts template?oh f*ck, my web space provider deleted all my .rar files :'(
if (button==GIVEBUTTON){
Ã, Ã, SetCursorMode(2);
Ã, Ã, SetGlobalInt(80,2);
}
if (cur_mode == 4) {
if (GetGlobalInt(80) == 2) StrCat(madetext,"Give "); //give
else StrCat(madetext,"Use "); //use
GetInvName (player.activeinv, buffer);
StrCat(madetext,buffer);
if (GetGlobalInt(80) == 2) StrCat(madetext," to "); //give
else StrCat(madetext," with "); //use
}
//use inventory on character
if (GetGlobalInt(80)==2){
if (character[X].activ....
//put here all the interactions with give
}
else{
//put here interactions with 'use'
}
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