Search found 3 matches

by Amano Jaku
Tue Dec 26, 2006 4:31 am
Forum: ZZT General
Topic: Needing a Bit of OOP Helpage
Replies: 11
Views: 4209

I added #lock/#unlock commands because the door is one of those nifty "swinging" animated doors, and I didn't want a mis-touch to cause it to swing further out into the hallway and break off the wall. And it turns out that I had screwed up my coding in a totally different object. I'd made ...
by Amano Jaku
Sun Dec 24, 2006 8:56 am
Forum: ZZT General
Topic: Needing a Bit of OOP Helpage
Replies: 11
Views: 4209

Hmm. Just tried that, changing it to: #if not RxL1 #nocard but it still does the same. When the flag is NOT set, the door opens, but when the flag IS set, the door stays shut. I don't have more than nine flags 'cus this is the starting map.. this is what frustrates me so much. I've got all this game...
by Amano Jaku
Sun Dec 24, 2006 8:11 am
Forum: ZZT General
Topic: Needing a Bit of OOP Helpage
Replies: 11
Views: 4209

Needing a Bit of OOP Helpage

I've played a lot of ZZT and am trying to make my own game. It's going to involve lots of item-Flags, but I've come up against a snag right from the gate. There's a door which is supposed to check for a flag (RxK1), which stands for a keycard. If the flag's set, then the door is supposed to open. If...