Well im working on a game called Gauntlet and i cant seem to figure out how to have it so that when you walk over the key you pick it up then its added to your inv. then walking up to a door and unlocking it. if u can help please reply.
-Thanks Gumiebear
ID:166218
Sep 4 2006, 8:47 am
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In response to GhostAnime
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ugh i dont know how =( ill have to try some mores
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In response to Gumiebear
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Here is an EXAMPLE... read, learn, ask questions ;) Like any eample, this may not be an efficient one but the point of examples is to convey the meaning, rather than the result...wellm most of the times anyways... I think...
item/keys - GhostAnime |
Gumiebear wrote:
Well im working on a game called Gauntlet Incidentally, so am I. and i cant seem to figure out how to have it so that when you walk over the key you pick it up then its added to your inv. then walking up to a door and unlocking it. if u can help please reply. -Thanks Gumiebear These procs are especially helpful: turf/Entered(A) Then just have it so when you move over a key, it calls key.Trigger(), and when the key is triggered, it moves to the player's contents. When unlocking a door, you can use door.Bumped(player), then just search for the proper key in their inventory. If they have it, then set the door to its unlocked state. |
Procs needed to be looked up in this method:
Bump()
locate()
Move()
- GhostAnime