Does anyone care to offer a solution? Or perhaps an alternate way around it?
Thanks
Thanks
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Show posts Menufunction room_RepExec()
{
if (Complete==true){ //Complete will become true when the player completes the correct interaction to stop the Warlock ranting
The Warlock will stop ranting //The Warlock will stop ranting and the game will carry on.
}
else {
cWarlock.SayQueued (" Sentance One.");
cWarlock.SayQueued ("Sentance Two.");
cWarlock.SayQueued ("Sentance Three."); //There will be more than this, but you get the idea.
}
}
function oObject1_Interact()
{
QueuedSpeech.PauseQueue();
cWarlock.Say ("Stop doing things while I'm ranting at you.");
cWarlock.Say ("Now where was I?");
QueuedSpeech.UnPauseQueue(); //this should continue the Warlock's rant where he left off
}
Quote from: Sunny Penguin on Sat 07/09/2013 01:36:15
But I'm sure you'll agree that here we mostly address each other as c*nt.
if (iat.IsInteractionAvailable(mode)) iat.RunInteraction(mode);
function on_mouse_click(MouseButton button) {
CursorMode mode = eModeInteract;
if ((button == eMouseRight) || (button == eMouseRightInv)) mode = eModeLookat; //If the player right clicks or right clicks on an inventory item, it will Look at what is being clicked on
else if (player.ActiveInventory != null) mode = eModeUseinv; //if the player has an active inventory item it will use inventory
if ((button == eMouseLeftInv) || (button == eMouseRightInv)) //if the player right or left clicks on inventory
{
InventoryItem *iat = InventoryItem.GetAtScreenXY(mouse.x, mouse.y); // "iat" is whether there is an inventory item being clicked on
if (iat) { // If there is an inventory item being clicked on:
if (iat.IsInteractionAvailable(mode)) iat.RunInteraction(mode); // if there is an interaction available then run it
else if ((button == eMouseLeftInv) && (player.ActiveInventory == null)) player.ActiveInventory = iat; //If Player Left Clicks and currently does not have an inventory item selected then it will select one
else if ((button == eMouseRightInv) && (player.ActiveInventory != null)) player.ActiveInventory = null; //If Player Right Clicks and has an inventory item selected, it will deselct the item
//else if ((button == eMouseRightInv) && (player.ActiveInventory == null)) ProcessClick(mouse.x, mouse.y, mode);//If Player Right Clicks and Doesn't have inv selected,
else iat.RunInteraction(mode); //Run Interactions - If none, then calls Unhandled Event
}
}
else if ((button == eMouseLeft) && (player.ActiveInventory == null) && (GetLocationType(mouse.x, mouse.y) == eLocationNothing))
{ // If the player left clicks and has no inventory selected and the mouse is not over a Hotspot, Object or Character, then...
ProcessClick(mouse.x, mouse.y, eModeWalkto); // The player will walk to mouse coordinates
}
else if ((button == eMouseRight) && (player.ActiveInventory != null))
{ // If the player right clicks and has an inventory item selected, then...
player.ActiveInventory = null; //The player will deselect the inventory item
}
else ProcessClick(mouse.x, mouse.y, mode); // else process the click
}
else iat.RunInteraction(mode);
Quote from: ThreeOhFour on Mon 12/08/2013 09:54:32Quote from: Anian on Sun 11/08/2013 23:19:02
I think the issue is if for example I talk to a friend and tell them to look up "!", how are they supposed to find it without me pointing them to AGS games collection, which again needs extra explaining and such.
You can send people a link from almost any device these days. Yeah, I get it, I've maybe made it take as much effort to get someone to play one of my games as it takes to, for example, tie your shoelace. That ain't going to stop me calling a game whatever I want.
Quote from: Atelier on Wed 17/07/2013 11:25:14
and like Tenacious Stu did, I've chosen a protagonist that doesn't have legs
Quote from: Alaskaban on Fri 12/07/2013 00:36:34
That character looks great! What is the story behind the game?
Quote from: Anian on Fri 12/07/2013 05:37:18
The color of her hair and the shading on the skin seem to lack contrast a bit, but the design looks interesting.
Quote from: Tenacious Stu on Wed 03/07/2013 21:51:14
Wishes aren't as popular these days, at least for the Genies it's not. Just about everything warrants a wish these days, from blowing out candles to snapping a wishbone. Now the Genies are hard pressed to find wishes to grant and that's way they are shutting up shop! You play as a Genie who doesn't have the greatest track record for granting wishes and is on a thin line between being given another assignment or his freedom. He's been told that if he can grant three wishes by the end of the day, he will earn his freedom. Also, magic isn't as powerful as it used to be, so you will have to rely on what you can find around you. Will you be up to the challenge?
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