Blast it! I did miss the closing brace and redone Wait to Wait (1) 
Thanks MiteWiseacreLives!

Thanks MiteWiseacreLives!
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}
else if (cSpaceman.PreviousRoom==24)
{
AudioChannel *channel = aScuttling_creature.Play();
int soundPos = -80;
while (soundPos < 80)
{
channel.Panning = soundPos;
soundPos++;
Wait(100);
// if I take all the audio and panning out it works fine else this condition all gets repeated. Adding a Bool does not seem to alter the repeating.
cSpaceman.Say("Hey! Something just brushed passed!");
game.speech_text_align =eAlignLeft;
Button23.Animate(5,0, 2, eRepeat);
cSpace.SayAt(3, 300, 200, "Captain. The bridge deck appears to have been breached by an unknown entity.");
Button23.NormalGraphic=414;
game.speech_text_align =eAlignCentre;
cSpaceman.Say("Something is on this ship and I fear our journey could be jeopardized. SAL: activate force field.");
game.speech_text_align =eAlignLeft;
Button23.Animate(5,0, 2, eRepeat);
cSpace.SayAt(3, 300, 200, "Force field activated Captain.");
Button23.NormalGraphic=414;
game.speech_text_align =eAlignCentre;
cSpaceman.Say("Whatever it is it's not leaving this ship!")
}
}
QuoteI am stuck very early in the game. Actually I am in the dormitory, where an evil presence is banging on the door. What am I supposed to do next?
if(player.ActiveInventory==iphone && player.Room==3) // change player to characters script name etc etc and by donating: player.Room==[n] means you can use it in any room and just change Room number [n] the player is in.
{
player.ActiveInventory=null;
gInventory.Visible=false;
SetNextScreenTransition(eTransitionInstant);
player.ChangeRoom(3, 168, 254);// Set Room and co-ords to change to here
}
SetNextScreenTransition(eTransitionInstant);
player.ChangeRoom(player.PreviousRoom);
Quotei want the player to be able to either leave the room using the door with a fade transition or use the phone with an instant transition.
if(player.ActiveInventory==iphone && player.Room==3) // change player to characters script name etc etc and by donating: player.Room==[n] means you can use it in any room and just change Room number [n] the player is in.
{
player.ActiveInventory=null; // Takes away the iphone inv cursor when transported to next Room if required
SetNextScreenTransition(eTransitionInstant);
player.ChangeRoom(3, 168, 254);// Set Room and co-ords to change to here
}
}
else if (PPColliding.OWithO(opurpbanana, otop2))
if(omonkey.View==84 && omonkey.Loop==2)
{
cSpaceman.ActiveInventory=null;
omonkey.Move(opurpbanana.X-0, opurpbanana.Y+30, 20, eBlock, eAnywhere);
opurpbanana.Graphic=2472;
omonkey.Move(omonkey.X+200, omonkey.Y-0, 4, eBlock, eAnywhere); // THIS WORKS through to end ok
omonkey.Visible=false;
opurpbanana.Move(cSpaceman.x+0, cSpaceman.y-0, 4, eBlock, eAnywhere);
mouse.Mode =eModeInteract;
cSpaceman.Say("The monkey dropped the tyre for the purple banana. Good thing I helped that alien. I don't need bananas anymore.");
cSpaceman.LoseInventory(ipurpban);
}
else if(omonkey.View==84 && omonkey.Loop==3)
{
cSpaceman.ActiveInventory=null;
omonkey.Move(opurpbanana.X-0, opurpbanana.Y+30, 20, eBlock, eAnywhere);
opurpbanana.Graphic=2472;
omonkey.Move(omonkey.X-200, omonkey.Y-0, 4, eBlock, eAnywhere); // THIS MOVES AS IF Loop 2
omonkey.Visible=false;
opurpbanana.Move(cSpaceman.x+0, cSpaceman.y-0, 4, eBlock, eAnywhere);
mouse.Mode =eModeInteract;
cSpaceman.Say("The monkey dropped the tyre for the purple banana. Good thing I helped that alien. I don't need bananas anymore.");
cSpaceman.LoseInventory(ipurpban);
}
cSpaceman.Walk(mouse.x+GetViewportX(), mouse.y+GetViewportY());
// Was using this but it ignores scrolling room.
cSpaceman.Walk(mouse.x, mouse.y+340, eBlock, eWalkableAreas);
QuoteGo to Project Explorer -> Audio -> Audio Types -> Music (double click) -> "VolumeReductionWhileSpeechPlaying" property.I'v never found this option....could you explain Crimson?
QuoteWhat happens if you leave the room after grabbing the clam?If you grab the blue clam (oblueclam: one that changes the mouse graphic) you cannot leave the room and you say "I must kill that crab and get those red clams near it." Apart from this crab scenario you can leave and return any time. After getting all 10 red clams you can't enter this scene again. You need all 10 need clams to buy an Air Shell.
QuoteIs there a reason why the player can't simply pick up the clam, then use it from the inventory?You do not see or have access to your inventory as you PED will not function at the depth of water you are at. All you have is a red clam GUI with 10 slots that are filled each time you grab a red clam (you need 10).
QuoteAlso, what's with your indentation...? You aren't doing it for us, you know:I find this way is easier for me to read because of failing eyesight.
function oblueclam_Interact()
{
cSpaceman.Walk(514,1597, eBlock, eWalkableAreas);
cSpacemanLoop=2;
if(see_crab==false) // not seeing the crab
{
cSpaceman.Say("This blue clam is poisonous.");
}
else if (see_crab==true) // after seeing the crab a region turns see_crab to true.
}
cSpaceman.LockView(43);
cSpaceman.Animate(2, 4, eOnce, eBlock);
cSpaceman.UnlockView();
oblueclam.Visible=false;
cSpaceman.Say("Got it.");
got_blue_clam=true;
mouse.ChangeModeGraphic(2, 2228); // mouse becomes graphic of a blue clam.
}
}
function ocrab_Interact()
{
if(see_crab==true && crab_dead==false && got_blue_clam==false)
{
cSpaceman.Say("There's no way I'm going to wrestle that giant Crab!");
}
else if(see_crab==true && crab_dead==false && got_blue_clam==true)
{
cSpaceman.Say("That's killed that giant Crab!");
crab_dead=true;
mouse.ChangeModeGraphic(2, 812); // mouse returns to normal graphic.
}
else if (see_crab==true && crab_dead==true)
{
Display("The giant Grab is now dead.");
}
}
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