Path: chuka.playstation.co.uk!news From: "Ben James" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Adventures Date: Sun, 22 Sep 2002 23:04:55 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 43 Message-ID: References: NNTP-Posting-Host: du-069-0419.access.clara.net X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 6.00.2600.0000 X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2600.0000 That's a tricky one to sort out neatly! I'd set up a collision loop that checks for the proximity of "objects" in the games and then have a switch statement determining what could happen. i.e (v simplifed) switch ( ObjectCollidedWith () ) { case OBJECT_FOUNTAIN: if (ObjectInInventory (OBJECT_BUCKET)) { FillBucket (); } break; default: break; } (I've had beer btw so check for more responses!) Cheers -Ben "Nigel Critten" wrote in message news:aml9dl$c1e2@www.netyaroze-europe.com... > Hi, > > Been busy working on an arcade adventure, these are the games from the > good old days like Everyone's a Wally and Jack the Nipper. > > I've got to the bit where the objects need to interact with each other, > so if you are carrying the "super clue" and the "broken vase" the vase > mends, or you are carrying "an empty bucket" and you walk past a > tape/fountain and the bucket becomes "full bucket" > > Basically I can't think of the best way to setup all the objects and how > they interact with each other without a load of "if" statements :) > > Cheers > Nigel Critten > www.100tinsoldiers.com >