if it's just a noise effect layer and the player doesn't need to click it, just put noise2.Interactive=false; this will make the entity transparent to mouse clicks and wont cover over your main layer.
i think it depends on how you picked up the item if you used, actor.TakeItem then your first code should work but if you picked it using game.TakeItem, then you should check it like this
i am guessing it is, but i get why he made this plugin, if you need to make a bunch of scenes with different lightmaps, this tool can come in handy. no need to make regions, locate them, shape them, select color, just make an extra colored layer of the floor while designing the scene. cheers
i need to see the whole code, how do you define "item"? try Game.Log debugging to see what "item" returns. if its an entity you might want to try item.Name.
Hi again, I made a short presentation video, with some in-game footage for you guyz. We're hoping to release a full Act 1 (about 2 hours of gameplay) for beta testing by the end of the month. And we are still looking for background and character designers, if anybody is interested please contact us.
if (Game.HasItem("itemname") && Game.HasItem("itemname") etc etc etc) { Game.ChangeScene("scenename"); } else { actor.Talk("I need to pick up, itemnames before leaving the room."); }
We are a small indie team, working on a new point n' click adventure game. We already have software developers, writers, musicians and some graphics are done.
We need talented artists (concept, animation, design), who love adventure games and want to be a part of the project. If you love character / background design, and think you are capable of teamwork, we'd love to hear from you.
i use a different approach to do this. i create the entities inside the scene and place them in the correct z-index order, after the background and before the floor, then i deselect the active box.
now when you want it to show in your scene just add this to the script
var DriedLeavesEntity = Scene.GetNode ("EntityName"); DriedLeavesEntity.Active=true;
usually you would like to create an extra BLOCK region around this entity, if you don't want the actor to step on it too.