vision
how do you make someone on another screen after you talk to someone else? i also need to be able to talk to the new person.
HELP!!
HELP!!
Vision is more specifically used for sprites you don't want to be there yet appearing only after a certain event, but I haven't experimented with using visions yet myself. I'm pretty sure thats what it is meant to be used for though.
I assume "Burning dink's house" used visions for example to make the roof damage appear, and sprite-summoning for the animated damage and the flames.
I assume "Burning dink's house" used visions for example to make the roof damage appear, and sprite-summoning for the animated damage and the flames.
ExDeathevn is right, Dink's house burning is done with visions. Vision 1 is the house burning and vision 2 is the burnt house. No vision is used for the house in its normal state.
To use visions you need to set the vision property of the person you only want to appear to a certain value other than 0, say 5. Then you attach a script to the screen that sets the vision to 5 when you want the sprite to be visible. Something like this should work:
Also, you can check chapter 9 in my tutorial for a more extensive explaination.
To use visions you need to set the vision property of the person you only want to appear to a certain value other than 0, say 5. Then you attach a script to the screen that sets the vision to 5 when you want the sprite to be visible. Something like this should work:
void main(void) { if (&story > 7) { &vision = 5; } }
Also, you can check chapter 9 in my tutorial for a more extensive explaination.
no, i know how to do that. its hard to explain, lets say i want john to ask dink to find his pet bonca, after i talk to him i want the bonca to apear on another screen, i can do that but it seems the only way to make it apear is to put johns script on the bonca, so then i cant make the bonca say somthing when dink talks to it.
Add this script to the screen where the Bonca is supposed to appear:
Then add this to the script when you talk to John:
Then add the Bonca in the screen when it's vision 2, and give it it's own script.
void main( void ) { if (&yourtexthere == 1) &vision = 2; else &vision = 1; }
Then add this to the script when you talk to John:
&yourtexthere = 1;
Then add the Bonca in the screen when it's vision 2, and give it it's own script.
If you declare &yourtexthere as a global variable first, that should do it.
make_global_int("&yourtexthere",0);Usually all globals are placed in main.c.