Reply to Re: Script interference
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It's cooking... slowly though...
Greetings from Newbielandistan, I present, and ask, yet another question. I have this script on one sprite (still bartender), and at some point, I need to move Dink to another screen (let's say 2), and have an interactive cutscene / quest. After that, Dink must be returned back to original screen (let's say 1), have a mini cutscene dialogue that informs him of his success/failure, and then unfreeze(1);
What would be the proper way to make that transition? I have an entire script done, but can't test it, 'cause transition.
excerpt of the bartender script, screen 1
excerpt of the script attached to a table, screen 2
I've tried adding load_screen(), draw_screen(), script_attach()... But... Again, it's probably some dumb detail...
Greetings from Newbielandistan, I present, and ask, yet another question. I have this script on one sprite (still bartender), and at some point, I need to move Dink to another screen (let's say 2), and have an interactive cutscene / quest. After that, Dink must be returned back to original screen (let's say 1), have a mini cutscene dialogue that informs him of his success/failure, and then unfreeze(1);
What would be the proper way to make that transition? I have an entire script done, but can't test it, 'cause transition.
excerpt of the bartender script, screen 1
void talk(void) { //some crap fade_down(); &help_var = 2; //global var, should activate script on screen 2 &player_map = 2; } void main(void) { //this is supposed activate that short cutscene //when Dink returns to this screen if(&help_var ==3) { fade_up(); sp_nodraw(1,0); sp_x(1,220); sp_y(1,180); //nevermind if coordinates are right freeze(1); //the dialog goes here, it's all done &help_var = 10 //this ensures that some task is done } }
excerpt of the script attached to a table, screen 2
void main(void) { if(&help_var ==2) { fade_up(); sp_nodraw(1,0); sp_x(1,220); sp_y(1,180); //cutscene and all that &job_done = 1; //needed for the first screen, also global fade_down(); &player_map = 1; } }
I've tried adding load_screen(), draw_screen(), script_attach()... But... Again, it's probably some dumb detail...