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Messages - SiraRaven

#1
Ah - thanks so much!  It actually worked with just one hotspot - I just hadn't set the object's baseline to anything, so I set it to the bottom of the building/door, and it works perfectly.  Thanks again!
#2
Ah - that was it.  Thanks!  Is there any way, though, that I can make it so the player can go behind the building as well as have the paper go on the door?
#3
I've searched around a bit but couldn't find the answer to this problem anywhere.  I have a building for which both the building itself and the door are hotspots.  The player picks up a piece of paper elsewhere in the room and, upon using the paper with the door, the paper's supposed to be removed from the player's inventory and appear on the door.  Almost all of it works just fine - the problem is, I can't see the paper when it reappears.  It works if I make the paper reappear anywhere in the room that isn't over a hotspot, and if I put it halfway under a hotspot, I can see half of the paper, so it seems like the hotspots are covering up the object.  How do I fix this?
#4
Thanks everyone for your help!  The problem ended up being that I was sending 'GUYATSCHOOL' the 'Say' command rather than 'cGuyAtSchool', as Crazy suggested.  Thanks for all the suggestions!
#5
I've read through the section in the manual on using scripting commands in a dialogue, and I can't find what I'm doing wrong.  Here's what I have written:

// Dialog script file
@S  // Dialog startup entry point
return
@1
 if (player.HasInventory(iKey))
   GUYATSCHOOL.Say("You will understand...in time");
 else{
   GUYATSCHOOL.Say("To give you this.");
   player.AddInventory(iKey);
   Display("You received a key");
   GUYATSCHOOL.Say("You will learn its use...in time.");
  }
return
@2
GuyAtSchool: If you say so...
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Whenever I try to run it, I get "Error (line 5): PE04: parse error at '1.'  Any help would be greatly appreciated.  While I have a fair bit of programming experience, I'm new to AGS - I'm really enjoying it so far!
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