Ok. Check that the dialogs are named correctly....
do you get an error message appear?
do you get an error message appear?
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}
else if (player==cAlienKing) {
dFrank_Alien_Alley.Start();
}
}
QuoteI'm really proud to be a part of the project and can't wait for the next testing session...Thank you Mandle.
QuoteThe game already grabbed her attention with the colourful and pleasant atmosphere of the kitchen and the cute character of Chef Koala.I'm glad she finds it enjoyable and Koala may make other appearances
QuoteSeriously all your enthusiasm towards the project makes me polish more and morespit and polish and some elbow grease
function on_event(EventType event, int data) //Locate this function in global and add
{
if(event == eEventAddInventory && mouse.Mode == eModeWalkto)
{
mouse.Mode = eModeLookat;
mouse.UseModeGraphic(eModeLookat);
}
}
// Dialog script file
@S // Dialog startup entry point
aWaves.Play();
cCharles.Walk(1210, 493, eBlock, eWalkableAreas);
cCharles.Loop=3;
if(Beach_whore==false && Find_Polly==true)
option-on 4 // turns option 4 on
if(Height==true && Jez_Height==false)
option-on 2 // turns option 2 on
@1
object[2].SetView(52);
object[2].Animate(0, 4, eRepeat, eNoBlock);
cJack.Say("&1 Horrible he was! Face all screwed-up and he had mad eyes");
cJack.Say("&12 He also had a limp.");
object[2].SetView(52, 0, 0);
cCharles.Say("&15 Mmm.");
cCharles.Say("&16 It could have been the Ripper about to strike again!");
object[2].SetView(52);
object[2].Animate(0, 4, eRepeat, eNoBlock);
cJack.Say("&2 It were the Ripper that done in my best friend: Annie Chapman!");
object[2].SetView(52, 0, 0);
cCharles.Say("&17 I'm sorry to hear that.");
if(Game.DoOnceOnly("Mad eyes")){
LNotes.Text=LNotes.Text.Append(" Jeezebel said her attacker had 'Mad eyes' and had a limp.");
LIdentity.Text=LIdentity.Text.Append(" [* Has a limp.");
}
option-off 1 // turns option 1 off
QuoteI've discovered a problem with my game's save/restore, quit, and similar GUIs: they're supposed to pause the game when they're visible
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