I don't want whistle whirlwinds to appear until you speak to a certain npc after getting the whistle. How would I go about doing this.
Conditional Whistle Whirlwinds
Started by
Mero
, Oct 31 2014 11:48 AM
3 replies to this topic
#1
Posted 31 October 2014 - 11:48 AM
#2
Posted 31 October 2014 - 12:28 PM
item script NoWind { void run() { if(whirlwindEnabled) { Game->PlaySound(SFX_WHIRLWIND); return; } lweapon wind; for(int i=Screen->NumLWeapons(); i>0; i--) { wind=Screen->LoadLWeapon(i); if(wind->ID==LW_WIND) { wind->Y=10000; return; } } } }
#3
Posted 31 October 2014 - 12:34 PM
That return should be a Quit() right?
#4
Posted 31 October 2014 - 12:50 PM
Either way. Same thing in run(). Unless you called run() yourself, I guess.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users