if you mean the character walks behind the object then you should check the objects basline is set correct..
barefoot
barefoot
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function hHotspot1_Interact()
{
RestoreGameDialog();
}
Quote from: Khris on Fri 09/04/2010 14:18:58
Soo.... it's a seven sided die?
}
if (object[2].Frame>4)
Display("weldone");
}
function hHotspot6_Interact()
{
odice.SetView(16);
odice.Animate(0, 1, eRepeat, eNoBlock);
}
function hHotspot7_Interact()
{
if (object[2].Animating) {
object[2].StopAnimating();
Display("You have rolled a %d", odice.Frame);
}
if (object[2].Frame>4)
Display("weldone");
}
QuoteSo far this is what I have, which I realise isn't much, but I didn't really know what to do.
SetTimer(1, 280);
if (IsTimerExpired(1)){
cHello.Say("Ring... Ring...");
SetTimer(1, 280)
if (player.HasInventory(ibook))
{
SetTimer(1, 0);
mouse.ChangeModeView(eModeInteract, 26 );
function osaucer1_Interact()
{
mouse.ChangeModeView(eModeInteract, 14);
object[1].Visible = false;
}
function osaucer2_Interact()
{
if (!osaucer1.Visible) {
Display("This should be the right Key");
object[2].Visible = false;
object[3].Visible = true;
mouse.ChangeModeGraphic(eModeInteract, 2057);
}
}
function noloopcheck osaucer1_Interact(){
while(mouse.IsButtonDown(eMouseLeft)){
osaucer1.X = mouse.x;
osaucer1.Y = mouse.y;
Wait(1);
}
if (object[1].IsCollidingWithObject(object[2]))
object[2].Visible = false;
object[1].Visible = false;
object[3].Visible = true;
Display("You have used the correct Puzzle Key!");
}
Quote from: wonkyth on Sun 28/03/2010 12:13:11
You might have to explain what you want more clearly, I can't understand if there is more you want you code to do, or if something you don't want to happen is happening.
Quote
User has to drag an object, which is a puzzle key, to a specific location,when the location (puzzle hole) is reached the objects puzzle key and puzzle hole dissapears and a new object appears which is of the puzzle key in the puzzle hole.. I would also like the Hand Icon to reappear as usual after Puzzle Key dissapears.
Its proberbly a case of Object collides with Object to cause other conditions to happen?
There are 6 puzzle keys on display and 1 puzzle hole on display... only the correct puzzle key fits, if you try and use another puzzle key then you are forfeited in some way...
There are clues to the correct Key along the journey.
All puzzle keys are draggable.
I could of course obtain a Puzzle Key and add it to inventory and use it from there but i want to use the drag method as i have other uses for draggable options throughout game.
function noloopcheck odrag_Interact(){
while(mouse.IsButtonDown(eMouseLeft)){
odrag.X = mouse.x;
odrag.Y = mouse.y;
Wait(1);
}
}
Quote from: Khris on Fri 26/03/2010 19:03:44
How is it not?player.ChangeRoom(player.PreviousRoom);
Display("EGO's previous room was %d.", cEgo.PreviousRoom);
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