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Messages - iamlowlikeyou

#101
Sorry for posting so much, but once again after hours of searching, I can't find anything on this anywhere...

I want to make a basic "use inventory with NPC" function, that only applies when the mouse cursor is set to the inventory item graphic, like in Sam n Max Freelance Police (and most probably many other games).

I have tried figuring out the code myself, and ended up with this, but apparently it is not entirely correct;

function Girl_AnyClick(){
 if (iTeddyBear.CursorGraphic){
    //some scripting
}
 else{}
}



I don't know if it's AnyClick I should use, or if there's a better option, and I don't know if the (iTeddyBear.CursorGraphic) makes any sense in this context either...

Any help would be greatly appreciated.
#102
Oh right, now it works! Thanks a lot! ;D
#103
I'm using this code:

function Girl_Talk()
{
 player.Walk(160, 100);
 dDialog1.Start();
}


If the the dDialog1.Start command is enabled, the dialog starts before player has walked to the Girl character.
But if I comment out the dDialog.Start command, player walks to the Girl.
It seems that the dDialog1.Start command somehow overrides the player.Walk command?

Thanks for your help!
#104
I have been searching for some time now for a beginner's guide to creating an inventory from bottom.
I bet it's just me, but I can't seem to find one anywhere...
A link to such a guide would be greatly appreciated!

Thanks. ;D
#105
Thanks a lot!

That was exactly what I was looking for :)
#106
Does anybody know if it's possible to have a dialog option trigger a hotspot on/off or change the events of a hotspot?
And if it is, is it possible to have it trigger abilities of a hotspot in another room (actually I'm not sure, if dialogs are room specific...)?

Any help would be much appreciated :)
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