Step 4 : (The new guy)

Create a new character with the name "Herbert". Set it up just as you did it with the first character. You should find the graphics for it in the mediapool (the images with "herbert...", they alomost look like the images from Horst ;).

If you have finished Herbert, place him in front of the Ending Machine into the SecondRoom.
We want Herbert now to walk around a bit, and THIS DURING a normal game situation (not during a cutscene). For this we need the Loop-Events.

Next to "on (enter)" and "on (exit)" a roomscript can also contain these two events : "on (loop1)" and "on (loop2)". Both events will be processed all the time while the room is loaded. The difference between them is : Loop1 runs always when the room is loaded... ALWAYS!! So it should only be used for visual effects that do not effect the gameplay.
Loop2 will only be processed during a normal game situation. It will be stopped when a cutscene or textscene is running.

Add this to the roomscript of the "SecondRoom" :

  on (loop2)
    {
    walkto (herbert ; 35 ; 15)
    wait (3)
    speech (herbert ; My Life sucks!!; dontwait)
    walkto (herbert ; 43 ; 14)
    wait (3)
    speech (herbert ; I am such a poor guy. ; dontwait)
    walkto (herbert ; 36 ; 14)
    wait (3)
    speech (herbert ; Why don't I shoot myself anyway?; dontwait)
    walkto (herbert ; 43 ; 15)
    wait (3)
    speech (herbert ; Everyone hates me! ; dontwait)
    }

Remember that these coordinates MUST NOT be yours!

Now Herbert runs around the corner like a total retard. To "deactivate" this loop2 event later, when we have solved this "problem", we have to add a boolean. Create a boolean and call it "runaround" and set it to true. And now add this "if_bool" command to the roomscript, just like that :
  on (loop2)
    if_bool (runaround ; true)
    {
    walkto (herbert ; 35 ; 15)
    ...
    ...
ect. ect.



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