Quote from: InCreator on Thu 15/09/2005 04:16:32
1) When setting walk-to-point for hotspots, walkable areas could be seen in some form, even outlines if nothing else.
It's hard to set a walk-to if you can't figure out where walkable area is. And characters won't act very smart in game if the point's outside walkable area. It's nothing special, but I find very little use to walk-to-points if i have to character.walk by script every time anyway.
Hear hear, although maybe you'd want to toggle this
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2) oObject.Visible, etc object-related variables can't be changed outside room script.
But if I need to set it from character interactions, like after talking to character - turn some object on/animate/whatever? It's quite a pain to set GlobalInt only, then check it from room's repeatedly_excecute, then perform the thing... etc. Especially, if there's more than 1 object-related thing which comes from character's interactions.
Can't AGS recognize object names from all rooms (in future)?
Let it compile, but generate error when character isn't in that room (with used object) or something... current way to work around in such cases is too primitive.
I'd like to point out that you can do object[0].Visible=1; and similar in the global script. It does mean you need to know object number, but you can set up an enum or something..