Just like what the title says,
So far whenever I call the ChangeRoom function in the interact function of something like so:
Code: AGS
The engine goes to the position where I clicked, that's good and all, since I opted to have the character "Automatically move in walk mode" in my general settings.... so here's my question:
Is there a way to not have the player WALK to the position before going to the other room? To rephrase: "Make the character go to some room when a user clicks somewhere around a hotspot, WITHOUT the walking scene"....
I tried something like this:
Code: AGS
'coz I've noticed that during look/interact mode in other hotspots, I am able do something like talk FIRST before going to that hotspot like so:
Code: AGS
and I could totally override the walking stage of my character by changing the coordinates or something,
But during the ChangeRoom function, I seem to not have that control anymore, if I do something like:
Code: AGS
the walking stage would always go first before the say function, I wanna be able to make a double click on that hotspot and the character will be INSTANTLY teleported to another room WITHOUT having the character WALK first, just INSTANT, no scene, no walking, just an instant fadeInAndOut, WITHOUT walking..
I hope I'm making myself clear by restating my problem again and again and again..
I'm using version: (Build 3.2.1.111)
So far whenever I call the ChangeRoom function in the interact function of something like so:
function hGoLivingRoom_Interact()
{
player.ChangeRoom(2, 615, 640);
}
The engine goes to the position where I clicked, that's good and all, since I opted to have the character "Automatically move in walk mode" in my general settings.... so here's my question:
Is there a way to not have the player WALK to the position before going to the other room? To rephrase: "Make the character go to some room when a user clicks somewhere around a hotspot, WITHOUT the walking scene"....
I tried something like this:
function hGoLivingRoom_Interact()
{
StartCutscene(eSkipMouseClick);
player.Move(hGoLivingRoom.WalkToX, hGoLivingRoom.WalkToY, eNoBlock);
EndCutscene();
player.ChangeRoom(2, 615, 640);
}
'coz I've noticed that during look/interact mode in other hotspots, I am able do something like talk FIRST before going to that hotspot like so:
function hUnderBed_Look()
{
player.Say("Let me look under mah bed there");
player.Walk(hUnderBed.WalkToX, hUnderBed.WalkToY, eBlock);
}
and I could totally override the walking stage of my character by changing the coordinates or something,
But during the ChangeRoom function, I seem to not have that control anymore, if I do something like:
function hGoLivingRoom_Interact()
{
player.Say("yeah");
player.ChangeRoom(2, 615, 640);
}
the walking stage would always go first before the say function, I wanna be able to make a double click on that hotspot and the character will be INSTANTLY teleported to another room WITHOUT having the character WALK first, just INSTANT, no scene, no walking, just an instant fadeInAndOut, WITHOUT walking..
I hope I'm making myself clear by restating my problem again and again and again..
I'm using version: (Build 3.2.1.111)