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4:25 pm February 4, 2010
| StBacchus
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| Member | posts 39 |
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I have a character leaving a scene. The player is allowed to continue examining and moving without her, but obviously shouldn't be able to "Talk" or "Present" anything to the character who isn't there anymore.
Is there a way to tell a menu option not to display, from inside its script? Or do you have to make a whole new menu with just the options you want? What's the best way to handle this?
BTW, thanks for all your hard work on this project, Saluk. It's really an amazing thing you've done here! 
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8:05 pm February 5, 2010
| saluk
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Post edited 8:12 pm – February 5, 2010 by saluk
I don't think there currently is a solution to that. The forced separate files for investigations is something I've been ashamed of for some time; maybe it is time to clean up that little wart. The fix for that should make this possible too. (The old way will still be supported of course).
In fact, at the moment, AAO converted games can only work from one intro.txt file – so this is pretty much a requirement. I haven't seen any AAO games do a menu like this, do you know of any games which do?
Anyway, it will be in the 10.95 version, which I am hoping to get done this weekend.
Thanks a bunch for the suggestion! Hearing about these kinds of things helps me to focus. With so many different directions to go, it's easy to lose that focus.
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10:43 am February 6, 2010
| StBacchus
| | Madison, WI | |
| Member | posts 39 |
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I haven't seen any examples – actually I've never seen an AAO case, but I'll check that out. I was thinking since you already have some commands for showing/hiding various parts of the interface, there might be commands for showing/hiding menu options. It's not critical since there is another way to do what I want…just means more lines for me.
Actually, I don't mind the separate Move/Talk/Present/Examine files. (I also like having the evidence in its own file.) It helps me organize. It also makes it easy to find examples if you're looking at another case for help. My husband says he would want to put everything in one file. The whole thing would be flags, variables, and comments. He's a programmer, though. Just the thought of that makes my head hurt! 
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11:03 am February 6, 2010
| saluk
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Hehe, well, its not so much about having everything in one file, but more about letting you have more control in how you organize it. With the new way, you can still use separate files, but seperate the logic even more. If you have a scene that has one character at one point in the game, and a different character in a different point; you can load a different talk and present file when the character changes. It will be a bit of work to set that up though. Another option is if you have a character that follows you around – if you are in a different scene, when you go to talk it can just load the character file.
Of course, these things can be done in the current system, but it isn't quite natural.
Your husband is strange . I am a programmer, and I think the more ways you can separate the code so that you can focus on one thing at a time, the better! (one of the reasons the beta 10 source code is not so fun to work with) But soon he will have his wish. For small demos I think one file would be a lot better.
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