Sure, thanks!

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Show posts MenuQuoteI made sure this is outside all other functions.
Quote
FOURTH!: Under First time player enteres screen, go to Run Scipt at the very top of the function list, a window will open, insert the following:
QuoteAnother Problem i am having now is with the GUI, i can't seem to get the talk box to fit correctly, there are always blue lines on the top, and its the same size as the other default ones. I measured it at 32/27.
QuoteMy question is, is there a way to display a message if my player character has not been in room 3?
if (HasPlayerBeenInRoom(3) == 0) { // if player has NOT been in room 3 yet
Display("No!");
}
else { // if player has been in room 3
NewRoom(4);
}
Quote from: Gilbot V7000a on Wed 15/06/2005 02:31:15
Actually since V2.6 of AGS:Quote
- Added ability to have only left/right walking frames for
characters (just delete all frames in loop 0).
You don't actually need any scriptings to disable the up/down loops.
Quote
Is there anything else I should watch out for?
Because of the new additions, the script language has more reserved words than before. For example, words like "gui", "object" and "hotspot" are now reserved (since they are used to access the global arrays). If your script uses any variables with these names, it will no longer work. You'll need to change the variable name in order to compile.
function SomeFunction(int gui, int hotspot) {
Display("GUI is ", gui);
GuiOff(gui);
int a = hotspot + 3;
}
function SomeFunction(int gui_id, int hotspot_id) {
Display("GUI is ", gui_id);
GuiOff(gui_id);
int a = hotspot_id + 3;
}
// main script
function DoSomething(int vara, int varb) {
// do something
}
// script header
import function DoSomething(int vara, int varb=3); // varb will be optional
//...
int timepassed;
while (oDoor.Animating == true) {
int frame = timepassed / 20; // 20: delay used in oDoor.Animate call
Wait(1);
timepassed++;
if (frame == 0) { /* tint */ }
else if (frame == 1) { /* tint more */ }
// etc.
}
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