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PostPosted: Thu Oct 14, 2010 11:24 pm
by Chilli
Hi again, all:

Here's another question. I'm trying to impliment a light in a room. When the player first enters it, the room should be pitch black. After the player finds the light and turns it on, I want to display everything in the room.

I thought I had this figured out, and it was working, until I switched the items in the room from dynamic to static.

Is there a way to either hide the static objects until the light is on or to tell the message displaying the info about the static objects to only show once the light is on?

Thanks for your help!

"Chilli"

PostPosted: Fri Oct 15, 2010 1:09 am
by Duncan_B
In the alternate room description (when it's dark), click "and hide objects in room."

Alternatively, if for some reason you needed those hidden static objects to be in another room, you can move static objects using events... but that could definitely end up being the looooong way to do it.




Edited By Duncan_B on 1287105141

PostPosted: Fri Oct 15, 2010 1:37 am
by Hensman Int'l
A method I've used is to create two rooms. The short descriptions may be identified such as "Living Room <dark>" and "Living Room <lit>". <These marks are not seen by the player>. The lamp (regardless of on/off state) would be in both rooms, while all the other static items would be in the lighted room only. The tasks "turn lamp on/off" would relocate the player between the rooms.



Edited By Hensman Int'l on 1287106781

PostPosted: Fri Oct 15, 2010 12:16 pm
by ralphmerridew
Hensman Int'l:

What if the player drops an object when the room is dark then turns the lamp on?
What if the player turns on the lamp, drops it in another room, then moves to the dark room?

PostPosted: Sat Oct 16, 2010 12:37 am
by Hensman Int'l
What if the player turns on the lamp, drops it in another room, then moves to the dark room?
Second question first - the lamp in my example is a static object and not "transportable", similar to a door if you will.
What if the player drops an object when the room is dark then turns the lamp on?

Good point. I'll look into that for "Ba'Roo!" re-release. I believe that a "#check objects" task could perform a move of dropped objects.

Overall, was trying to show an alternate approach. ADRIFT 5 should make the task simpler.