Re: what to use to make bgt tell you you don't have something
Ok so, you're doing that all wrong. What you'd need to do is something like the following.if(key_pressed(KEY_P)){if(potions<=0){speak("No potions");return;}potion.stop();potion.play();}Note that I
Re: what to use to make bgt tell you you don't have something
here is the code I used. It doesn't have the int, because when I put the int there, and the if, it doesn't have an afect. here is the potion code, if(key_pressed(KEY_P)){potion.stop();potion.play();playerhealth+=
Re: what to use to make bgt tell you you don't have something
Although using return is not always a good idea. You may do it by a simple if/elseif/else condition. Also there's not much help here if there's no code provided. We need to know how you're handling this in
Re: what to use to make bgt tell you you don't have something
Although using return is not always a good idea. You may do it by a simple if/elseif/else condition. Also there's not much help here if there's no code provided. We need to know how you're handling this in
Re: what to use to make bgt tell you you don't have something
if(potions<=0) {speak("No potions");return;}else {potions-=1;//code for potions...}
URL: https://forum.audiogames.net/post/444337/#p444337
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what to use to make bgt tell you you don't have something
Hi guys. I am sorry about the topics I have been posting wanting help. I know it is annoying, but this might be the last topic wanting help with bgt because I know yall hate it. So I am doing a BGT project, and I am adding po