I don't have any clue where to post this

Started by theatrx, Thu 29/12/2005 06:31:51

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theatrx

I have a few suggestions but they are across topics... so where to post...

1) There should be disable/enable regions
2) There should be disable/enable walkable areas
3) There should be disable/enable room animations

4) There should be a decent tutorial for the new version of
AGS 2.71 since there are so many discrepancies between the
new one and the old one... GUI's don't work at all like they worked in the old one.

I really like AGS but I'm having a hard time working with old rules and new rules.

The other thing... The rules of where IF Player has inventory item and IF player has been in room needs to be defined much better than it is... Should these be placed in the room... should they be placed with an object... should they be placed after fade in... before fade in... There are a number of places that they can be placed but they DON'T WORK EVERYWHERE... So... where do they work best?

Thanks for the Christmas No play... Changed the date... easy...

I had to have a copy for my son for Christmas day... Nice try.

Still... AGS is the bong.  Hugs to all for a prosperous and happy New Year. 

The reason for these enable/disables is... For those of us that are not great scripters... these additions would make it so much easier to do a 'non script game' but still make it interesting for the player.

Other than scale and light... What use is multiple walkable areas?  If they can be enabled or disabled... then they are usable in that they can go to other places... I'm being redundant... sorry. Steve.
Life is a banquet and most poor sonsofbitches are starving to death

Candle

You mean like this .

Enabled property (region)
(Formerly known as DisableRegion, which is now obsolete)
(Formerly known as EnableRegion, which is now obsolete)

bool Region.Enabled

Enables/disables the specified region. If you set this to false, then all areas of the screen that were previously part of the region now act as type 0 (no region). You can turn the region back on later by setting this to true.
While a region is disabled, it will not be returned by Region.GetAtRoomXY, and if the character walks onto the region then its interactions will not get run.

Example:

region[3].Enabled = false;

will disable region number 3.


RestoreWalkableArea
RestoreWalkableArea (int areanum)

Makes the area AREANUM walkable again.
Example:

RestoreWalkableArea(4);

will make the walking area 4 walkable again.


RemoveWalkableArea
RemoveWalkableArea (int areanum)

Removes the walkable areas in colour AREANUM from the current room. You can put the area back with RestoreWalkableArea.
NOTE: When the player leaves the screen, all the walkable areas are reset. Therefore, if you want an area to remain off when they leave the screen, you will need to set a flag, then run the RemoveWalkableArea command in the "Player enters room" event when they return.

Example:

RemoveWalkableArea(5);

will make the walking area 5 unwalkable.

Gilbert


theatrx

Where did you find this?  I've looked for this for days.  Many many thanks. This makes two things very much easier and smoother.  Steve
Life is a banquet and most poor sonsofbitches are starving to death

Ishmael



Read the fabulous Manual. It's your friend. ;)
I used to make games but then I took an IRC in the knee.

<Calin> Ishmael looks awesome all the time
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