Hi
after my character walks on a region talking starts if he has correct inventory items. When talking is over the character continues.
my problem is i don't want it repeated every time he steps on the region, but if i disable the region it affects the light level, although only a few pixels its annoying.. How can I incorporate a Do Only One so talking is not repeated?
This i s what I have at the moment:
Code: ags
cheers for any help
barefoot
after my character walks on a region talking starts if he has correct inventory items. When talking is over the character continues.
my problem is i don't want it repeated every time he steps on the region, but if i disable the region it affects the light level, although only a few pixels its annoying.. How can I incorporate a Do Only One so talking is not repeated?
This i s what I have at the moment:
function region2_WalksOnto()
{
if (player.HasInventory(ikey1) && player.HasInventory(ikey2))
{
cSlocombe.FaceLocation(188, 270);
cFrankj.FaceCharacter(cSlocombe);
cSlocombe.Say( "Hey uncle. I've found 2 Key pieces!!");
cFrankj.Say("That's absolutely splendid my dear boy!");
cSlocombe.Say("And I've fixed the water");
cFrankj.Say("You're a marvel Morgan");
cSlocombe.Say("Oh, and the electrics are working now");
cFrankj.Say("Jolly good");
cFrankj.Say("Let me know when you have found more Key pieces. I'm really tired today!");
cFrankj.Say("I'm going back to bed");
cSlocombe.Say("Ok uncle");
cFrankj.Walk(532, 140, eBlock);
cFrankj.Transparency=100;
cSlocombe.Say("Well, guess I should look around in the house some more");
region[2].Enabled = false;
region[3].Enabled = true;
}
}
cheers for any help
barefoot