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Messages - pier

#2
hi! Wanted to create a graphical overlay that can be skipped only by clicking or pressing a key...I guess is an easy task but i can't figure it out.
Code: ags

function hquadroblu_Look()
{
player.Say("un quadro blu.");
Overlay* myOverlay = Overlay.CreateGraphical(150, 45, 11, true);
Wait(1000);
eSkipAnyKeyOrMouseClick;
myOverlay.Remove();
GiveScore(5);


thank you very much in advance and sorry again for the question
#3
thank you! It was very easy indeed. Sorry for the stupid question  :tongue:
#4
Hi! And pardon me once again if i ask silly or stupid question. This time i don't know if it's even possible...
In a dialog, i wanted the player to choose an option that will led him to "death" switching is position to a game over room
is this possible?
I tried...but with poor results
Code: ags

function cdio_Talk()
{
dDialog2.Start();
if (player.dDialog2 option is @4){
  player.ChangeRoom (9,  415,  245);
}
}


this is the idea, obviously it doesen't work... 
#5
thank you very much to everybody! it worked!  :smiley:
#6
Hello! I apologize if my question is stupid. But really i'm a noob at scripting, i tried to read in the manual but i can't solve it.
Fell free to insult me, i'm new with AGS  :smiley:
i Wanted the music to change every time you get to a different room, so using a specific music for each room, but the game only plays the first one for the starting room in each of them.
This are the scripts i made:

script for music 1 for the starting room
Code: ags*

function roomAfterFadeIn()
{
 
  aMusic1.PlayFrom(1000);
  if (aMusic1.IsAvailable)
{
  aMusic1.Play();
}

  }


script for room2 and its own music. Here the music remains music 1 and nothing changes
Code: ags*

function roomAfterFadeIn()
{
  aMusic1.Stop();
  aMusic3.PlayFrom(1000);
  if (aMusic3.IsAvailable)
{
  aMusic3.Play();
}

  }


thank you very much! :smiley:
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