1000 thanks to Wolfgang.
I would have never figured that out myself
I would have never figured that out myself
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Show posts MenuQuoteSHRIMP: No one really needs anything in this store anymore.
SHRIMP: I remember the good old days when fish would come from miles around jut to check out what I had..."
SHRIMP: Nope. Nowadays it's just fancy there and young that."
SHRIMP: No one cares about us old merchants.
GARY: Wow.
goto-dialog 2
Quote
// dialog script file
@S // dialog startup entry point
@1 // option 1
SHRIMP: Umm, let me think about it...
SHRIMP: NO!!
goto-dialog 3
@2 // option 2
SHRIMP: OK.
goto-dialog 2
Quote from: strazer on Tue 10/02/2004 04:51:05
GUIs that are set to "Popup Modal" will pause the game when activated.
You will need to set your GUI to "Normal" and turn it off in the game_start function.
Quote from: NemesisRogue99 on Tue 10/02/2004 00:50:38
That helped quite a bit, thank you....
Would you be able to tell me how to add a small animation in the middle of the dialogue?
Quote
// room script file
int charsaid;
int wall;
function room_b() {
// script for room: First time player enters screen
Display("Ok, folks, here's the story so far:");
Display("Gary the Garabaldi, a stubborn fish from far away, goes out on a morning stroll in order to maintain his health before his fin surgery.");
Display("Unbeknownst to Gary, he will be swept up in a day of magical adventure and occurences.");
Wait (30);
Display("The scared fish gets caught up in a strong current while swiming, and gets thrown horribly off course.");
Display( "Little known to Gary, he is now swept up an a folklorian place.");
Display( "A place where he feels scared.");
Display( "Feeling scared, Gary runs to find a hiding place for him to stay.");
DisplaySpeech(1, "Oh, no, where am I?");
DisplaySpeech(1, "I was just out on a morning swim, and I get picked up by a gust of current!");
DisplaySpeech(1, "Now, I am suddenly in this folklorian place where I feel scared.");
DisplaySpeech (1, "And Gary the Garabaldi NEVER gets scared.");
DisplaySpeech (1, "I've got to find a way out of this place before someone kills me.");
Display("Good Luck, young one.");
DisplaySpeech (1, " WHO SAID THAT??");
Wait (50);
DisplaySpeech (1, "Whatever.");
}
function hotspot1_a() {
// script for hotspot1: Talk to hotspot
}
function hotspot1_b() {
// script for hotspot1: Talk to hotspot
}
function hotspot1_c() {
// script for hotspot1: Look at hotspot
}
function hotspot1_d() {
// script for hotspot1: Look at hotspot
}
function hotspot4_a() {
// script for hotspot4: Look at hotspot
if (wall == 0) {
DisplaySpeech (1, "A wall covers the cave.");
}
if (wall == 1) {
DisplaySpeech (1, "THERE IS NOTHING SPECIAL ABOUT WALLS!!!");
}
if (wall < 1) {
wall += 1;
}
}
function hotspot3_a() {
// script for hotspot3: Interact hotspot
DisplaySpeech(1, "OK, I'll look in here.");
AddInventory (3);
DisplaySpeech (1, "It's a fishtol!");
}
function room_c() {
// script for room: Walk off left screen edge
while ((player.inv[3] != 1)&&(charsaid==0)){
DisplaySpeech (1, "I can't go out there without protection.");
charsaid=1;
}
if (player.inv[3] == 1){
DisplaySpeech (1, "Got my fishtol loaded and i'm ready to face the dangers of the unknown!");
NewRoom(3);
}
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