Hi Gurok.
implemented, adjusted and works a treat..
Oh, and it is Buttons that take you to locations.
cheers
implemented, adjusted and works a treat..
Oh, and it is Buttons that take you to locations.
cheers

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function Button75_OnClick(GUIControl *control, MouseButton button)
{
if(cCharles.PreviousRoom==21 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
cCharles.Say("I think I'll go back to the old sewers.");
cCharles.ChangeRoom(21);
}
else if(cCharles.PreviousRoom==22 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
cCharles.Say("I think I'll go back to the old sewers.");
cCharles.ChangeRoom(22);
}
else if(cCharles.PreviousRoom==23 && Button75.NormalGraphic==1861 && (cCharles.Room==19 || cCharles.Room==20)){
cCharles.Say("I think I'll go back to the old sewers.");
cCharles.ChangeRoom(23);
}
Quotebut why on earth did you decide that calling SaveGameSlot and then doing bound-checking was a good idea?I did eventually realise this and knew, as I looked at it a bit longer, it would not work the way I wanted ;(
QuoteJust to cause players frustration at the point where they run out of slots?The limited number of Saves no longer applies
function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
{
int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
int i = 0;
while (i < lstSaveGamesList.ItemCount)
{
if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
i++;
}
SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
if(i>=7)
{
DeleteSaveSlot(7);
DeleteSaveSlot(8);
Display("You must delete a saved game first before you can make a new save slot.");
}
else
{
aButton_click4.Play();
gSaveGame.TweenSize(0.5, 800, 10, eEaseInTween, eBlockTween);
mouse.Mode=old_mode;
close_save_game_dialog();
}
}
QuoteLots of text. Hope it's helpful.Never too much Khris and yes, very helpful
function room_RepExec()
{
if(cCharles.loop==2){
otorch.Baseline=0;
otorch.X=cCharles.x-2;
otorch.Y=cCharles.y-80;
}
else if(cCharles.loop==1){
otorch.Baseline=600;
otorch.X=cCharles.x-2;
otorch.Y=cCharles.y-78;
}
else if(cCharles.loop==0){
otorch.Baseline=0;
otorch.X=cCharles.x+19;
otorch.Y=cCharles.y-55;
}
else if(cCharles.loop==3){
otorch.X=cCharles.x-24;
otorch.Baseline=0;
otorch.Y=cCharles.y-62;
}
}
QuoteUsually I code on a trial and error basisI think most of us do at the beginning, but we should always take in what the the experienced guys recommend and keep browsing the manual and forums.
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