This looks great!
I love the rain down the window effect.
Can't wait to play.
I love the rain down the window effect.

Can't wait to play.
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Show posts Menuint trans = object[0].Transparency;
while (trans > 0) {
trans--;
object[0].Transparency = trans;
Wait(1);
}
function room_Load() {
object[?].Transparency = 100; // Make full screen Object invisible.
}
// BEGIN FADING IN FULL SCREEN OBJECT SCRIPT.
//-------------------------------------------
int trans = object[?].Transparency; // Fade in the full screen Object until it is visible.
while (trans > 0) {
trans--;
object[?].Transparency = trans;
Wait(1);
}
// END OF FADE IN SCRIPT.
//-----------------------
SetNextScreenTransition(eTransitionInstant); // Change room instantly with no black.
cEgo.ChangeRoom(?); // Change ? to your next room.
}
function room_FirstLoad() {
object[?].Transparency = 0; // Makes the full screen Object visible the first time Player enters room.
// BEGIN FADING OUT FULL SCREEN OBJECT.
//-------------------------------------
int trans = object[?].Transparency; // Gradualy fade out the full screen Object until it is totaly invisible.
while (trans < 100) {
trans++;
object[?].Transparency = trans;
Wait(1);
}
// END OF FADING OUT SCRIPT.
//--------------------------
}
QuoteIn order to fade an object in/out, the best approach is shown in the example below:
Example:
int trans = object[0].Transparency;
while (trans < 100) {
trans++;
object[0].Transparency = trans;
Wait(1);
}
will gradually fade out the object from its current transparency level to being fully invisible.
1.SetNextScreenTransition(eTransitionInstant);
function on_call (int value) {
if (value == 0) {
disableBooks();
}
else {
if (value == 10) { //Returning from a Dialog
Display ("End Of Act 1");
Wait(40);
Display("Now it should change to Act 2...");
cCharacter.ChangeRoom(4); //This character disappears
Wait(40);
Player.ChangeRoom(4);
}
}
}
on_call();
QuoteWhat type of events have you set you for the dialog?I have it set to 'Keyboard Only' as my game is entirely keyboard controlled.
That little line that says "Allow Speech to be skipped by which events", cause maybe that is interfering?
Quote// Etc...(There is a considerable amount of script after this.)I mean that it is pretty much the same for every object that is in that room.
function Interact_Objects() {
// INTERACT WITH OBJECTS SCRIPT.
if (AreThingsOverlapping(DAN, 1021)) {
if (IsKeyPressed(eKeyZ) && gMansion_Map.Visible == false && gQuit_Dialog.Visible == false ) {
oKey.Visible = false;
cDan.AddInventory(inventory[1]);
cDan.Say("Blah...Blah."); // Use Z key to pick up object.
}
else{
if (IsKeyPressed(eKeyA) && gMansion_Map.Visible == false && gQuit_Dialog.Visible == false )
cDan.Say("Blah...Blah."); // Use A key to look at object.
}
}
// Etc...(There is a considerable amount of script after this.)
function room_RepExec() {
Interact_Objects(); // This calls upon the 'Interact_Objects' script above.
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