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"level_trigger_1" = "showgui Ogre"
newgui "Ogre" [
guitext "Hi I'm your friend!" chat
guitext "Want to talk?" chat
guibar
guibutton "Sure!" [showgui Friend_1]
guibutton "No. (close)" [cleargui]
]"Arcones
So... for the next version, this will be valid.
Create a new folder in data/rpg/games and call it "rpgtest"...
In the new folder, create a cfg called "player" and enter this: (this appears to be the player functions)
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faction_player = (r_faction_new)
r_char_new //this should be 0
r_char_mdl *folder/model*
r_char_script $nullscript
r_char_base_agility *number*
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r_tip_new "Tip Text"
r_tip_new "Tip Text"
r_tip_new "Tip Text"
r_tip_new "Tip Text"
r_tip_new "Tip Text"
r_tip_new "Tip Text"
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var_intro = (r_global_new 0)
In creatures, create a config called "friends" and add this: (these are your friends that appear on your team)
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cret_friend1 = (r_char_new)
r_char_mdl *model*
r_char_faction $faction_friends
cret_friend2 = (r_char_new)
r_char_mdl *model*
r_char_faction $faction_friends
cret_friend3 = (r_char_new)
r_char_mdl *model*
r_char_faction $faction_friends
... Lets skip the cutscenes for now... :/ Remove your "cutscenes" folder. Go to your "factions" folder and create a CFG called "friends", then add this:
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faction_friends = (r_faction_new)
r_faction_name "Friends"
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r_preparemap "*mapname*" (r_mapscript_new)
r_mapscript_load [
r_spawn_creature self 0 @cret_friend1
r_spawn_creature self 1 @cret_friend2
r_spawn_creature self 2 @cret_friend3
r_spawn_object self 10 @object_wooddoorleft
//r_start_cutscene @cutscene_intro //You don't need cutscenes yet...
]
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object_wooddoorleft = (r_object_new)
r_object_name "quick little description"
r_object_mdl dan/door
r_object_script $generictriggerscript
object_wooddoorright = (r_object_dup $object_wooddoorleft)
r_object_mdl dan/door2
Have Fun.
- Leo