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function room_RepExec()
{
mouse.UseModeGraphic(eModePointer);
}
Quote from: Snarky on Fri 09/12/2016 20:31:25Quote from: MugMan on Fri 09/12/2016 19:24:06
Should i be running this under something rather than execute always?
Yes! Almost certainly. What should trigger this happening?
if (cGhost == player) {
}
else {
cGhost.Walk (player.x-20, player.y, eBlock);
if (cGhost.x == player.x-20) {
if (cGhost.y == player.y) {
cGhost.x = player.x-20;
cGhost.y = player.y;
cGhost.LockView(4);
cGhost.Animate (0, 2, eOnce);
cGhost.LockView(5);
}
}
if (player==cEgo) {
cEgo.Say ("");
}
if (player==cAlienKing) {
cAlienKing.Say ("");
}
if (player==cFrank) {
cFrank.Say ("");
Quote from: slasher on Sat 05/12/2015 18:20:11It's the default game base yeah, i'll redo it i suppose, the only other thing i added was a chracter switching thing so:
Right..
are you using a template that is not the default?
you could try using another interaction on CFrank like Lookat and have the dialogs start instead of Talkto.
Maybe create a new game and start afresh and see if the problem persists or comb all your script and search for any errors or something that may clash..
perhaps post here or send me a PM with your room script / dialogs...
function cAlienKing_Interact()
{
if (player==cEgo) {
cEgo.Say (" If you're so bloody smart, you go do it.");
cAlienKing.Say ("Fine, it's about time someone with an intellect attempted this.");
cAlienKing.SetAsPlayer();
Quote from: slasher on Sat 05/12/2015 18:11:50
Something must be clashing with it..
check if anything in rep exec might be interfering with it or another function / variable..
look from all angles..
as Crimson says: code looks fine.
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