Points are a named position in the room, handy to get player to walk to a spot C.Plr.WalkTo( Point.UnderTree ) Regions are areas that player can walk on, used for scaling or tinting characters, triggering events, or blocking player movement if ( R.DiscoFloor.GetCharacterOnRegion( C.Dave ) ) H.Tree.Description = "Someone's cut it down" for Hotspot - Hotspots have no visuals can be clickable H.BlueCup.Cursor = "Drink" for Prop - Props are visual objects in a room, including background/foreground objects, and clickable/interactive objects too P.GoldKey.Hide() The hotspots, props, regions and points in the current room are accessed like this: It has a bunch of functions to stick code in too. Shortcut to your Global Script, where you stick all the code that you want to access from other scripts. Shortcut to SystemAudio, for audio functions Audio.Play("Explosion") Shortcut to QuestSettings where game settings (like audio volume) is set for accessing gui controls.Ĭamera.SetPositionOverride( C.ScaryMonster ) for Dialog Option - For options within a branching dialog for Dialog Tree - For branching dialog D.SayHi.Start() I.Active.Description = "A rubber chicken with a pulley in the middle"ĭave: I'm not lugging any more of those around for Inventory Item - things you can pick up and use on other things I.RubberChicken.Add() for Room - Each scene is a room if ( R.Current.FirstTimeVisited ) for Character C.Barney.Room = R.Current Ĭ.Barney.Description = "A strange looking fellow with a rat-tail" for Engine - Shortcut to IPowerQuest, the hub for all the adventure game system stuff. and autocomplete will show you a list all the characters in game. The objects that make up your game can be accessed in your scripts via handy shortcuts. The main scripting functions are split between Engine/PowerQuest, Character, Room, Hotspot, Prop, Region, Inventory, Dialog Tree, Camera, Audio, Gui, Gui Controls, and a few other classes. PowerQuest scripts give you have simple access to most things you'll want to do in an adventure game.
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