a) Turn off the hotspot.
b) Use variables. Only give the item when the variable is 0, for example, then set it to 1. Search the forum.
b) Use variables. Only give the item when the variable is 0, for example, then set it to 1. Search the forum.
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[pre]
Interact character
Conditional - if a variable is set to a certain value (walk back, 5)
Character - Move Character (ELEFUN, 140, 170, true)
Game - set variable value (Walk back, 10)
Stop running more commands
Conditional - if a variable is set to a certain value (Walk Back, 10)
Character - Move character (ELEFUN, 140, 80, true)
Game - Set variable value (Walk Back, 5)
[/pre]
Interact character Conditional - if a variable is set to a certain value (walk back, 5) Character - Move Character (ELEFUN, 140, 170, true) Game - set variable value (Walk back, 10) Stop running more commands Conditional - if a variable is set to a certain value (Walk Back, 10) Character - Move character (ELEFUN, 140, 80, true) Game - Set variable value (Walk Back, 5)
Quote from: Rocco on Wed 08/02/2006 00:26:15
and the non blocking text functions that i know, have no functionality to display %d values.
Quote from: Pumaman on Sat 04/02/2006 16:41:34Quotespeaking of sprites, it would be nice to be able to re-order sprite folders.
Would anyone else find this ability useful?
Quote from: Scorpiorus on Thu 02/02/2006 16:32:13The problem, however, is that it doesn't save it immediately, but rather after a second call (or so) into room's repeatedly execute.
// script for Inventory item: Use inventory on this item
// (This event is triggered by the "eModeUseinv" mouse mode)
if (player.ActiveInventory == iKey) { // if key used
// do stuff
}
else if (player.ActiveInventory == iPoster) { // if poster used
// do some other stuff
}
Quote from: Sythe on Fri 27/01/2006 19:33:08
Yes obviously I do. I worked hard to get the talkie and 256 colour version working at one point then was utterly disapointed. They took out the face closeups which, IMHO, were the best graphics in the game - or at least the most atmosphereic.
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