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00075_Script_75
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Text File
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1996-04-25
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8KB
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269 lines
on NODECHANGE
global n, PASTNODE, NODE
repeat with n = 25 down to 20
set the visible of sprite n to FALSE
end repeat
if the text of cast "Current Node ID" = 1 then
set the text of cast "ROOMNAME" to "The Lobby - business left, pleasure straight ahead"
set the castnum of Sprite 10 to 81
set NODE = 1
updateStage
end if
if the text of cast "Current Node ID" = 2 then
set the text of cast "ROOMNAME" to "The Lobby"
set the castnum of Sprite 10 to 94
set NODE = 2
updateStage
end if
if the text of cast "Current Node ID" = 3 then
set NODE = 3
set the text of cast "ROOMNAME" to "The Corridor of Power"
set the castnum of Sprite 10 to 88
updateStage
end if
if the text of cast "Current Node ID" = 4 then
set NODE = 4
set the text of cast "ROOMNAME" to "The Corridor of Power"
set the castnum of Sprite 10 to 103
updateStage
end if
if the text of cast "Current Node ID" = 5 then
set NODE = 5
set the text of cast "ROOMNAME" to "The Corridor of Power"
set the castnum of Sprite 10 to 104
updateStage
end if
if the text of cast "Current Node ID" = 7 then
set NODE = 7
set the text of cast "ROOMNAME" to "The Corridor of Power"
set the castnum of Sprite 10 to 105
updateStage
end if
if the text of cast "Current Node ID" = 6 then
set the text of cast "ROOMNAME" to "The Secret Laboratory."
set the castnum of Sprite 10 to 83
set NODE = 6
set the visible of sprite 22 to TRUE
updateStage
end if
if the text of cast "Current Node ID" = 8 then
set the text of cast "ROOMNAME" to "The Executive Washroom-no grafitti in here!"
set the castnum of Sprite 10 to 90
set NODE = 8
updateStage
end if
if the text of cast "Current Node ID" = 9 then
set the text of cast "ROOMNAME" to "The Factory Floor"
set the castnum of Sprite 10 to 106
set NODE = 9
updateStage
end if
if the text of cast "Current Node ID" = 10 then
set the text of cast "ROOMNAME" to "The Factory Floor"
set the castnum of Sprite 10 to 107
set NODE = 10
updateStage
end if
if the text of cast "Current Node ID" = 11 then
set the text of cast "ROOMNAME" to "The Factory Floor"
set the castnum of Sprite 10 to 108
set NODE = 11
updateStage
end if
if the text of cast "Current Node ID" = 12 then
set the text of cast "ROOMNAME" to "The Factory Floor"
set the castnum of Sprite 10 to 109
set the visible of sprite 24 to TRUE
set NODE = 12
updateStage
end if
if the text of cast "Current Node ID" = 13 then
set the text of cast "ROOMNAME" to "The Factory Floor"
set the castnum of Sprite 10 to 92
set the visible of sprite 25 to TRUE
set NODE = 13
updateStage
end if
if the text of cast "Current Node ID" = 14 then
set the text of cast "ROOMNAME" to "The CEO's Office"
set the castnum of Sprite 10 to 93
set the visible of sprite 23 to TRUE
set NODE = 14
updateStage
end if
if the text of cast "Current Node ID" = 15 then
set the text of cast "ROOMNAME" to "The CEO's Office"
set the castnum of Sprite 10 to 111
set the visible of sprite 23 to TRUE
set NODE = 15
updateStage
end if
if the text of cast "Current Node ID" = 16 then
set the text of cast "ROOMNAME" to "The CEO's Office"
set the castnum of Sprite 10 to 110
set the visible of sprite 23 to TRUE
set NODE = 16
updateStage
end if
if the text of cast "Current Node ID" = 17 then
set the text of cast "ROOMNAME" to "The Freedom of the Press"
set the castnum of Sprite 10 to 85
set NODE = 17
updateStage
end if
if the text of cast "Current Node ID" = 18 then
set the text of cast "ROOMNAME" to "Smokin' Lounge"
set the castnum of Sprite 10 to 84
set NODE = 18
updateStage
end if
if (the text of cast "Current Node ID" = 19) then
set the text of cast "ROOMNAME" to "Studio B"
set the castnum of Sprite 10 to 91
set NODE = 19
updateStage
end if
if (the text of cast "Current Node ID" = 20) then
set the text of cast "ROOMNAME" to "The Window of Opportunity"
set the castnum of Sprite 10 to 89
set NODE = 20
updateStage
end if
if the text of cast "Current Node ID" = 21 then
set the text of cast "ROOMNAME" to "The Control Room"
set the castnum of Sprite 10 to 87
set the visible of Sprite 29 to TRUE
set NODE = 21
updateStage
end if
if (the text of cast "Current Node ID" = 22) then
set the text of cast "ROOMNAME" to "The Green Room"
set the castnum of Sprite 10 to 96
set the visible of sprite 21 to TRUE
set NODE = 22
updateStage
end if
if (the text of cast "Current Node ID" = 23) then
set the text of cast "ROOMNAME" to "The Green Room"
set the castnum of Sprite 10 to 82
set the visible of sprite 21 to TRUE
set NODE = 23
updateStage
end if
if (the text of cast "Current Node ID" = 25) then
set the text of cast "ROOMNAME" to "The Green Room"
set the castnum of Sprite 10 to 95
set the visible of sprite 21 to TRUE
set NODE = 25
updateStage
end if
if (the text of cast "Current Node ID" = 24) then
set the text of cast "ROOMNAME" to "The Royal Court"
set the castnum of Sprite 10 to 86
set NODE = 24
set the visible of sprite 28 to TRUE
updateStage
end if
if (the text of cast "Current Node ID" = 26) then
set the text of cast "ROOMNAME" to "The Royal Court"
set the castnum of Sprite 10 to 97
set NODE = 26
set the visible of sprite 28 to TRUE
updateStage
end if
if (the text of cast "Current Node ID" = 27) then
set the text of cast "ROOMNAME" to "The Royal Court"
set the castnum of Sprite 10 to 98
set the visible of sprite 27 to TRUE
set NODE = 27
updateStage
end if
if (the text of cast "Current Node ID" = 28) then
set the text of cast "ROOMNAME" to "The Royal Court"
set the castnum of Sprite 10 to 99
set NODE = 28
set the visible of sprite 27 to TRUE
updateStage
end if
if (the text of cast "Current Node ID" = 29) then
set the text of cast "ROOMNAME" to "The Royal Court"
set the castnum of Sprite 10 to 100
set NODE = 29
set the visible of sprite 26 to TRUE
updateStage
end if
if (the text of cast "Current Node ID" = 30) then
set the text of cast "ROOMNAME" to "The Royal Court"
set the castnum of Sprite 10 to 101
set NODE = 30
set the visible of sprite 26 to TRUE
updateStage
end if
if (the text of cast "Current Node ID" = 31) then
set the text of cast "ROOMNAME" to "The Royal Court"
set the castnum of Sprite 10 to 102
set NODE = 31
set the visible of sprite 26 to TRUE
updateStage
end if
set PASTNODE = NODE
end NODECHANGE
on DIRECTION
if the text of cast "HPanAngle" < 20 then
set the castnum of Sprite 16 to 114
updateStage
end if
if the text of cast "HPanAngle" > 20 and the text of cast "HPanAngle" < 50 then
set the castnum of Sprite 16 to 113
updateStage
end if
if the text of cast "HPanAngle" > 50 and the text of cast "HPanAngle" < 110 then
set the castnum of Sprite 16 to 120
updateStage
end if
if the text of cast "HPanAngle" > 110 and the text of cast "HPanAngle" < 160 then
set the castnum of Sprite 16 to 119
updateStage
end if
if the text of cast "HPanAngle" > 160 and the text of cast "HPanAngle" < 200 then
set the castnum of Sprite 16 to 118
updateStage
end if
if the text of cast "HPanAngle" > 200 and the text of cast "HPanAngle" < 260 then
set the castnum of Sprite 16 to 117
updateStage
end if
if the text of cast "HPanAngle" > 260 and the text of cast "HPanAngle" < 290 then
set the castnum of Sprite 16 to 116
updateStage
end if
if the text of cast "HPanAngle" > 290 and the text of cast "HPanAngle" < 340 then
set the castnum of Sprite 16 to 115
updateStage
end if
if the text of cast "HPanAngle" > 340 then
set the castnum of Sprite 16 to 114
updateStage
end if
end DIRECTION