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Messages - llamaman

#1
So, I know this should be realativly easy, but I can't find the function for defining what the default message displayed when you perform an action on something that doesn't have any text specified is.  I would like to do this on a per-room basis, as well, though I imagine I could just have each room's code change the default, if I can figure out how to set the default.

In case I'm being unclear by perform an action, I mean if you look at something, or use it or whatever.
#2
I'm not sure how I'd use that at the moment.  Currently I want it such that it goes to another room, stuff happens, which I have working up to this point, but then, I want them to talk when it returns.  So, I'm guessing I'd in on_event
if(event=eEventLeaveRoom && data=cCharacter.Room())
{
if (returningfromcutscene==1)
...speech and stuff...
returningfromcutscene=0;
}
or something?  And then just set a variable for returningfromcutscene in the cutscene?

Thanks.
#3
So, I have a cutscene that plays when I use an item on another character.  However,  I want it to work such that I can make that happen from any room, and then make the characters talk in the current room.  Currently, I just have it hardcoded to only work in one room.  I would guess I need to do something like check my global "returning from cutscene" variable, possibly in the repeatedly execute part, but I can't find an "Onroomload" function in the scripting interface.
#4
I currently want my game to run a cutscene when you click a certain cursor, which I'll call "Poke" on this particular character. 
So, I've made it such that if you poke them it starts running a script.  Then I found out that it doesn't like you doing a changeroom in the middle of a script, before you move a character. 

So I tried putting the changeroom in a function call, and that didn't work.  So then, I changed my on poke to be running three scripts from  the graphical menu. 
The first one sends my invisible main charater(in that room) and the character who I want in the cutscene to the new room, storing the old room# and their positions to global variables, declared at the top of the global script.
This part appears to work.

Then second script part should have character 2 doing stuff, and talking.  She instead just stands there.  If I poke her again, the screen goes black.  However, if I hardcode the room values, it seems to teleport me to the room I hardcode, after a length of time that could be accounted for by the script invisibly running.

And Script3 never seems to activate ever.
Here's my code, in case you have any pointers.
http://rafb.net/p/b0eB3y94.html

Additionally, there is a character1_a section with nothing in it, that I don't believe is referenced by the program.
#5
Hints & Tips / Re: Robotragedy Part 2
Wed 21/06/2006 03:58:28
Err... what small rock would that be?
#6
Hints & Tips / Re: Robotragedy Part 2
Wed 21/06/2006 02:31:00
Hmm... I have gotten 4 of the 5 symbols in the desert world, but still can't find which one I need for the feathered animal.
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