Bonjour Robin
Alright you seem to have mastered this room change state procedure, I am currently trying to master the room state change but I just keep staring at it hoping the knowledge of what to do will come to me, so far it hasn't.
so here is really where I would like some guidance, if you can.
so here is my handle script, at the point where it checks if TRAP_SET I think I want it to switch to case 1 but how do I trigger?
(if(Said('use/hand/pipe'))
(if (not(SCRAPE_RESIN))
(if(send gEgo:has(INV_HAND))
(if(send gEgo:has(INV_PIPE))
(send gTheMusic:number(107)loop(1)priority(-1)play())
(send gGame:changeScore(6))
(send gEgo:loop(6)setCycle(Fwd))
=SCRAPE_RESIN TRUE
(if (not(TRAP_SET))
Print("Digging around in your pipe with the hand from the clock produces quite a chunk of resin in the bowl!")
Print("Seeing that glob of resin gives you an idea")
(aMan:setPri(8)setCycle(Walk)setMotion(Follow gEgo))
)(else Print("Digging around in your pipe with the hand from the clock produces quite a chunk of resin in the bowl!")
Print("Seeing that glob of resin gives you an idea"))
)(else Print("Uhm what pipe are you referring to?"))
)(else Print("You are missing the necesary tools!"))
)(else Print("Desperate as you may be no more resin can be scraped!"))
)
ps also while ego finishes his digging in the pipe how do i keep him from being controlable and then switch him back to regular view, loop 2, as is he scrapes then won't walk right, animation is stuck.