ok i see, thanks guys!
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Show posts Menufunction WoodCreak () {
AudioChannel *WoodCreak1Channel = aWoodCreak1.Play (eAudioPriorityNormal, eOnce);
}
function CreakPlay () {
int CreakRandom=Random(2);
if (IsTimerExpired(2)) {
if (CreakRandom==0) {
WoodCreak();
SetTimer (2, 100);
}
else if (CreakRandom==1) {
WoodCreak();
SetTimer (2, 200);
}
else if (CreakRandom==2) {
WoodCreak();
SetTimer (2, 400);
}
}
}
Quote from: abstauber on Wed 03/05/2017 13:04:08
Yep. This can be configured globally in guiscript.asc.
Dialog.Start()
else if (UsedAction(eGA_TalkTo)) {
if (any_click_move (413, 131, eDirectionRight)) {
dDialog.Start();
}
Quote from: abstauber on Wed 03/05/2017 10:16:35
Since we use "AnyClick" the player doesn't automatically walk to characters anymore. This also applies for hotspots, objects etc.
/* Character, Object, Hotspot full blown SAMPLE
function cChar_AnyClick() {
// WALK TO
if (UsedAction(eMA_WalkTo)) {
Go();
}
// TALK TO (characters only)
else if (UsedAction(eGA_TalkTo)) {
Unhandled();
}
// LOOK AT
else if(UsedAction(eGA_LookAt)) {
Unhandled();
}
// OPEN
else if(UsedAction(eGA_Open)) {
Unhandled();
}
// CLOSE
else if(UsedAction(eGA_Close)) {
Unhandled();
}
// USE
else if(UsedAction(eGA_Use)) {
Unhandled();
}
// Push
else if(UsedAction(eGA_Push)) {
Unhandled();
}
// Pull
else if(UsedAction(eGA_Pull)) {
Unhandled();
}
// PICKUP
else if(UsedAction(eGA_PickUp)) {
Unhandled();
}
// GIVE TO (characters only)
else if(UsedAction(eGA_GiveTo)) {
Unhandled();
}
//USE INV
else if(UsedAction(eGA_UseInv)) {
Unhandled();
}
else Unhandled();
}
*/
if (UsedAction(eMA_WalkTo)) {
any_click_walk (238, 124, eDirectionRight);
}
if(UsedAction(eGA_LookAt)) {
if (any_click_move (391, 123, eDirectionLeft)) {
player.Say ("blablabla.");
player.Say ("bliblibli.");
}
}
if(UsedAction(eGA_LookAt)) {
any_click_walk_look (203, 124, eDirectionRight, "bla bla bla"); //this can be cancelled successfully
player.Say("bli bli bli"); //anything after still gets executed
Wait (40);
player.FaceDirection (eDirectionDown);
Wait (20);
player.Say ("blo blo blo");
}
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