Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - manny.p

#41
I've been trying to make my character walk to a hotspot on my intro, but i can only make them walk to the codinants and nothing happens.

I need walk to and not when player stands on, because i want them to walk off the screen, and the only way i know how to do that is using >er on the hotspots name.

1. If someone can tell me how to use the walkto or use command on a hotspot in script

OR

2. Tell me how to use the >er(exit)(right) command in script so the character goes off the screen



PS. How do i turn txt spelling off
#42
Thnx m8 that popup modal thing worked great.

And this one reason why it took me so long to figure out is because i was re-enabling the dialouge box which covered my inventory so i didn't think the gui was back on.

Silly me
#43
Hi m8, i'm basically following your threads cause i'm doing the same thing as you.

I had the exact same problem, but here's the code i did that made it work with music.

Use SetMusicRepeat(0); to stop music repeating.

And the rest is my intro like you've been working on.

function room_a() {
// script for Room: First time player enters screen
SetMusicRepeat(0);
Wait(40);
//
SetFadeColor(255, 255, 255);
FadeIn(1);
object[0].Visible = true;
PlayMusic(1);
Wait(280);
FadeOut(1);
//
object[0].Visible = false;
Wait(40);
//
FadeIn(1);
object[1].Visible = true;
PlayMusic(2);
Wait(540);
FadeOut(1);
//
object[1].Visible = false;
//
Wait(40);
FadeIn(1);
//
player.ChangeRoom(1);
#44
Got 2 questions.

1. How do i make a gui non default?
Because if i create a new room my main menu gui pops up, when i only want it to pop up when i tell it to ie. my intro

2. How do i change room, without taking that room settings with it?
I change from room 1 to room 2 still having the gui[5].Visible = false; function activated, i just want to stop all commads given up to room 1 when entering room 2.
#46
I get all these errors when going up and down, andthere are no fames in loop 0, just  loop1 + 2, can't they get this one thing right. ::)
#47
1. is there anyway to ignore a function just for one room?
    (like the gui that appears at the bottom of the MI2 template)

2. How can i make my character invisble in the starting room?
#48
thats what i am using, but it won't let me use talkto with any hotspots, objects, or inventory for a general response like "i can't talk to that".

I don't know where in the MI2 template global code which stops or lets it do that.

thnx for the suggestion, but anyone else know?
#49
Does any one know how i can talk to objects, so i can say something like "i can't talk to that".

like i said before, when you choose talkto, then try to choose an object, it doesn't appear in the command window ie. Talkto banana<< doesn't appear
#50
Ahhh i understand now.

In the new ags you can have "object_1" "object_2" and so on in that certain function.

or just call them the names like "banana" or "pillow" but they are only used in that function, well thnx for the help!
#51
I'm not quite sure how i do this.

function GetLucasSavegameListBox(int gui,int object){  // line 221

i'm guessing i change "gui" to "gui_7", because thats what the savegamelistbox is under the gui editor.

but what do i change "object" to?
#52
I am using the MI2 template in ags v 2.7 and i already get and error when i haven't changed anything.

The error: (line 221) "gui" is a global var; cannot use name for local

function GetLucasSavegameListBox(int gui,int object){  // line 221


My guess here as a n00b, is that in ags 2.7 they've made gui a built in variable or something, so you can't have the same name as it.

But i'm not sure how to correct this, plus that means the MI2 Template is incompatible with the new ags until you edit the script.

Any help would be great. :)
#53
Hi i'm using the MI2 template, i've basically been learning most of the script stuff by looking through it and tutorials, but i'm now stuck.

The command "give" or "talk to" doesn't reconise the object, only all the other commnds do.

for eg. "Pickup Banana" // This one does display the object when its over it
           "Talkto              " // This one doesn't display the object when its over it

Any help?

You might notice in the script that the phrase i want to use is "It is impossible to strike up an intelligent conversation with an inanimate object"

-------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------

Here's the script so far:

#sectionend dialog_request  // DO NOT EDIT OR REMOVE THIS LINE


function unhandled_event(int xxx, int yyy){/////////////////////////////Unhandled Event//////////////Unhandled Event
  int type=GSloctype;
  string locationname,usedinvname;
  StrCopy(locationname,GSlocname);
  RemoveExtension(locationname);
  if (GetInvAt(mouse.x,mouse.y)>=0) type=4;
  if (Tmode[GSusedmode].AGSmode==4){
     GetInvName(character[GetPlayerCharacter()].activeinv ,usedinvname);
     RemoveExtension(usedinvname);
    if (type>0) type+=4;
  }
  if (Tmode[GSusedmode].AGSmode==9 && (ALWAYS_GO_TO_HOTSPOTS==0 || ExtensionEx(2,GSlocname)=='d') )
  ProcessClick(mouse.x,mouse.y,MODE_WALK);
  else if (Tmode[GSusedmode].AGSmode!=9 && type!=0 && IsGUIOn(MAPS)==0){

//Check modes with: if(UsedMode(MODE)), check types with: if(type==#). types:
// 1   a hotspot
// 2   a character
// 3   an object
// 4   an inventory item.
// 5   inv. item on hotspot
// 6   inv. item on character
// 7   inv. item on object
// 8   inv. item on inv. item
//
// You have the string "locationname" that is the name of
// what you clicked on, and the string "usedinvname" that is
// the name of the item that was used on where you clicked (only for types 5,6,7,8)
/////////////////////////////////////////////////////////////////

// REPLACE THESE SAMPLE INTERACTIONS WITH YOURS:

    if (UsedMode(USE)){
      if (type>=5) Display("That won't do any good");// if tried to use an inventory item with something
      else Display("I can't use that until i achieve great skill and dexterity"); // if tried to use something else (like a hotspot or object)
    }
    else if (UsedMode(LOOK)){
      if (type!=2) Display("Its a %s", locationname);//if its not a character
      if (type!=3) Display("It is impossible to strike up an intelligent conversation with an inanimate object");     
    }
    else if (UsedMode(TALK)){
      if (type==2) Display("I don't want to talk to %s", locationname); //if its a character
      else Display("It's %s",locationname);
    }
    else if (UsedMode(GIVE)) Display("I'd rather keep it");
    else if (UsedMode(PICKUP)) Display("I can't pick that up");
    else if (UsedMode(OPEN)) Display("I can't open that");
    else if (UsedMode(CLOSE)) Display("I can't close that");
    else if (UsedMode(PUSH)) Display("I can't push that");
    else if (UsedMode(PULL)) Display("I can't pull that");


////////////////////////////////////////////////////
  }
}
 
function Unhandled(){
  unhandled_event(0,0);
}


-------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------

I don't now whether its this, or under mouse click, but please help.

Thnx in advance from your ever ambitious n00b.
#54
He's right it doesn't work in ags 2.6, i always get that error, "cannot find loop 0 in view x".

I thought ags 2.6 was the latest one out, better go download me a new copy.
#55
Thnx m8, that guys script worked perfectly (even though i don't know how to use scripts i figured it out).

Here's his script:
if ((GetCursorMode() == 0)&&(button==LEFT))  {
    if (mouse.x>character[EGO].x){
      SetCharacterView(TIM, 3);
      MoveCharacter(TIM, mouse.x, mouse.y);
      }
    else {
      SetCharacterView(TIM, 6); 
      MoveCharacter(TIM, mouse.x, mouse.y);
      }
    }
#56
I want to use sonic the hedgehog sprites, but don't want to use up and down ones.

I want it so if he goes down and the direction he's going is left, that is displays the left loop, or if hes going up and rigt, it just displays the right loop.

I get errors when he goes directly up or down, can anyone help me with this without actually putting sprites in the loop but instead him using a left or right sprite?
#57
AGS Games in Production / Re:GuardDuty
Mon 05/04/2004 22:58:19
This game is really cool, and if i had a team, you would defenitely be in it!
#58
Advanced Technical Forum / Re:Commercial Games
Sun 28/09/2003 12:41:46
1. well i have got a company name, but i want to know if it may already be copyrighted,

2. and is ogg good compression?

3. on other thoughts i probably won't use plug ins at the moment,

4. oh an does ags support ogg,

5. oh yeah also, what good free .mp3 or .wav converters to .ogg are there?
#59
Advanced Technical Forum / Commercial Games
Sun 28/09/2003 11:41:51
I may one day want to make commercial games, but if so i want to avoid all the copyright laws and stuff.

1. i see theres a windows download for AGS with no mp3 support for mp3-licence mix ups, but what if i want to make my music in mp3, my own music, are there still mp3 licences i have to agree and pay a little contribution for?

2. the same with general midi's, is there a licence i have to agree with to use them in a commecial game

3. font's, what font's am i allowed to use, i just want the standard font, it that totally free, can i use it for commercial use

4. and user written plug in's can i use them, without getting mixed up with any law suits, am i allowed to use them without paying a fee to use them?

5. also how can i find out if a name, like a games company name is copyrighted?

6. and any other disputes

thnx in advance manny.p
#60
Advanced Technical Forum / Re:Templates HELP!
Sat 26/07/2003 22:27:27
Thnx it works. I had tried f5 before but i didn't have f lock on (on one of these fancy microsoft keyboards).
SMF spam blocked by CleanTalk