It's halloween-time again and like every year a haunted house-idea pops into my mind. I started a map years ago, with some custom sounds (used from the old "The Lasthalf Of Darkness" dos game) but I lost interest in it. I recreated the parts I made last year but then lost interest in it.
But not I'm full on it again. Problem is: I need coding help.
My problems:
- I've made an enemy "fakeghost". I want it to charge the player and then disappear. But my AI-Code doesn't seem to do that, since the ghost is just wobbling around.
- I want to make a knight armour stand where you can walk around and see that from different angles. It's just not working.
- I'm going for an adventure-style gameplay, where you can look at objects. But there's a problem with the actors. If you press the use key (space) the standard duke-sounds are coming up and my custom sounds aren't played. At least not everytime. You can hold down the key but that makes the sound repeat lateron. Secondly the spacebar is interpreted to be pressed repeatedly insted of just one time. I dont't exactly know how to explain this.. I've made a picture pickup. You take that thing and then you hang it in place and a door opens. When you hang it, a quote is displayed and a sound played. If you press use again, you take a "look" at this picture and a different quote ist displayed / different sound is played. Problem is: When you plress the use key the picture is on the wall and immediately the other quote is displayed. There don't seems to be a pause after every keypress.
- Also is there a way to let duke start without a weapon? Besides putting him on hurtrail?
//Picture that should be lookable useractor notenemy AQUARELLE2 20 cstat 273 spritepal 0 ifp pfacing ifpdistl 1024 { ifhitspace { sound QUOTE136 quote 136 } } enda //The fakeghost define FAKEGHOST 3980 action FAKEGHOST_ANIMATIONS 0 7 1 1 8 move FAKEGHOSTVELS 96 -30 ai AIFAKEGHOST_GETPLAYER FAKEGHOST_ANIMATIONS FAKEGHOSTVELS seekplayer useractor enemy FAKEGHOST ifai NO { ai AIFAKEGHOST_GETPLAYER } ifpdistl 512 { palfrom 16 255 255 255 killit } enda //Knight Armour define KNIGHT 3400 action KNIGHTSTAND 0 1 5 1 1 define KNIGHTSTAND_SPEED 64 move KNIGHTSTAND_SPEED useractor notenemy KNIGHT cstat 256 ifai NO { action KNIGHTSTAND } enda
I hope you get what I mean since I'm not a native english speaker.
For better understanding, here's a little video showing my problems.
Thanks, guys!
https://youtu.be/3V6JCKS23AE
Edit: Video is dark. I mean, really really dark.