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Messages - lukearts

#1
knew it would be something simple like that... anyway thanks!!!
#2
when u use the key, it doesnt do anything, not even make him say it
#3
Oh right didnt know how to do this
#4
In trying to make my first game harder, something of coarse stops working. Managed to work out its in this bit of code, but dont know where.

Code: ags
function DoorClosed_UseInv()
{
	if (cFallow.ActiveInventory == iFallowKey1)	{
		fallowdoorlock = 1;
		//export int fallowdoorlock;
		cFallow.Say("unlocked");
	}	
}
#5
thanks
#6
Bit new to AGS, started to make my first slightly-decent game but a problem quickly struck; characters can walk through doors (and other objects I suppose) before opening them. Sure there's an obvious way to solve this that I actually know.
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