sandyrepope Apprentice Adventurer
   Age : 60 Joined : 10 Jun 2008 Posts : 35
 | Subject: door example Sat Aug 02, 2008 8:05 pm | |
| I got the door working by making a two room example. The problem is that I never did figure out how to make it so that the player can only unlock/lock the door if he is carrying the key.
I'll keep working on that.
Catventure, I was wondering.... after I get the example working (player carrying key) would you like to see it? If so, where could I send it and do I need to zip it?
If you would like to look at it now, it would be ok with me.
Thanks Sandy |
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catventure Admin Adventurer

   Age : 56 Joined : 08 Jun 2008 Posts : 132 Location : UK Humor : Enjoys a laugh!
 | Subject: Re: door example Sat Aug 02, 2008 8:33 pm | |
| Hi Sandy,
I think I may have made a mistake in the door code in the other post...
"here4" maybe should read "here3" if object 3 is the key...
Anyway better check your game code for that.
here3 - means if the player is carrying or wearing the key or if the key is in the current room
change 'here3' to 'carried3' if the key must specifically be carried by the player to unlock/lock the door.
In that case you must also change the 'absent3' condition to 'notcarr3' in the entries for both rooms as well.
Hopefully this will solve the door problem once and for all - but if you still have problem just post your "door coding entries" below and I will see if I can detect why.
Cheers, Phil. _________________ http://tab.thinbasic.com ; Home of the TAB I.F. project. |
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catventure Admin Adventurer

   Age : 56 Joined : 08 Jun 2008 Posts : 132 Location : UK Humor : Enjoys a laugh!
 | Subject: Re: door example Fri Aug 08, 2008 9:55 am | |
| The problem with the door code was found to be a flaw in the #else# coding and was fixed in Release 40.2 on 6th August.
The door code now works correctly.
Closing this topic.
catventure _________________ http://tab.thinbasic.com ; Home of the TAB I.F. project. |
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