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Door messages and noises and memos in scripting?
MissMarilynn Offline
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Posts: 77
Threads: 23
Joined: Oct 2011
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#9
RE: Door messages and noises and memos in scripting?

(10-18-2011, 12:00 AM)Your Computer Wrote:
(10-17-2011, 11:39 PM)MissMarilynn Wrote: How would I set up the .lang stuff for 1 and 3? Particularly the quests.

and how do I get a message to show up for a locked door that I don't want to be unlocked. For instance, I have a door that is blocked from the other side. How do I get text to appear that says "It's blocked on the other side. You need to go a different way."

Example .lang:

It's blocked on the other side. You need to go a different way.


     Quest text goes here.

Relevant code:

PHP Code: (Select All)
AddQuest("open_door_quest""open_door");
SetMessage("Doors""LockedDoor1"0); 

Everything else is pretty much similar to the previous code i provided with a few changes. Looking at the examples i have provided and studying the wiki article i posted in the second post, you should be able to fill in the rest.



Concerning your edit: You replaced a variable with the entity name without using quotation marks.


Is this correct? Nothing appeared when I went to the door but I didn't get an error. I'm positive my language file is correct. I just want the message to appear when I don't have the key. I want a message to appear when I do have the key that says "Double click the key in your inventory and use it on the door."


void IsItLocked(string &in entity)
{
if (GetSwingDoorLocked("officekey")
&& entity == "officedoor")
{
SetMessage("Doors", "LockedDoor1", 0);
AddQuest("open_door_quest", "open_door");
}
}

EDIT: I placed the "Quest text" part under the journals category in the .lang file. Is that messing something up?
(This post was last modified: 10-18-2011, 12:19 AM by MissMarilynn.)
10-18-2011, 12:17 AM
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RE: Door messages and noises and memos in scripting? - by MissMarilynn - 10-18-2011, 12:17 AM



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