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Doors


Goatfoam

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Hey guys, I'm new to the forums and, having just finished the four basic scenarios that came with BoA, I decided to start playing around with the editor. I've been slowly learning how to use it for about a week now, and everything was going pretty well but now I've hit a snag that's probably going to make me look like an idiot.

 

I've scoured the manual and appendices, but I just haven't had any luck. Anyway, here's my problem:

 

I'm trying to get a door to unlock once a dialogue node is activated. I set an SDF to 1 in the node, and pointed the door's memory cells to that SDF, but it just isn't happening. Am I doing this right?

 

I'm also having quite a bit of trouble understanding the manual most of the time, so I was also wondering if there was any extra documentation out there that I've missed? Cheers.

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There are any number of things that could be going wrong with the door script. The first one I'd check is that the right flag is getting set. Put a special encounter right before that calls a simple print_num(get_flag(whatever_x,whatever_y)) to make sure that it's actually getting set.

 

You might want to check out the Designer FAQ and the Comprehensive Links for additional help beyond what the manual will tell you. And the best way to learn to script is by looking at examples in other scenarios, rather than reading the manual (after getting the bare-bones basics under your belt).

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Ah, yeah, it turns out it wasn't setting the flag.

 

This was because I had two action lines in the node, one to end the conversation and the other to set the flag. I set the flag in the code line, and it works fine now.

 

Thanks Kelandon, I thought you could have as many action lines as required.

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