why isn't my setvoicemode button working

Started by YotamElal, Wed 02/03/2005 07:06:28

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YotamElal

    if (button == 9) {
SetVoiceMode(2);
}
   if (button == 10) {
SetVoiceMode(1);
}


?

strazer

Have you set the buttons' "Left click" action to "Run Script"?

YotamElal

donno what that means?
but my other buttons work fine.

strazer

In the "GUIs" pane of the editor, when you select the button, does the entry "Left click" in the little white window say "Run Script"?

If it does, are you sure they're buttons 9 and 10 ("Object 9" in title of the little window)?

If you are, can you please post the whole content of your interface_click function?

YotamElal

leftclick=run script (defualt)
objects are corect

here is the script


function interface_click(int interface, int button) {
 
  //  calling our function for clicks over GUISAVELOAD:
  if (interface == GUISAVELOAD) interface_click_SaveLoadDialogGUI(button);
 
  if (interface == ICONBAR) {
    if (button == 1) {  // show inventory
      show_inventory_window();
      }     
    if ((button == 3) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
    }
    if ((button == 2) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
   }
   if (button == 4) {
      SetCursorMode (MODE_WALK);
      // But, override the appearance to look like the arrow
   //      SetMouseCursor (6);
    }
    if (button == 5) {
      SetCursorMode(MODE_TALK);
  }
  if (button == 6) {
      SetCursorMode (MODE_LOOK);
    }
        if (button == 7) {
      SetCursorMode(MODE_USE); 
    }
  }  // end if interface ICONBAR

  if (interface == INVENTORYA) {
    // They clicked a button on the Inventory GUI
    SetCharacterSpeed(EGO,GetSliderValue(1,4));
    SetMusicMasterVolume(GetSliderValue(1,5));
   
    if (button == 0) {
      // They pressed the OK button, close the GUI
      SetCursorMode (MODE_WALK);
      GUIOff (INVENTORYA);
  }
 
    if (button == 1) {  // quit
      GUIOn(QUIT);
      }
    if (button == 3) {   // about
      Display("The Quest To Zooloo [[Copyright (c) 2005 Yotam Elal");
      }
      if (button == 2) {
GUIOn(GUISAVELOAD);
}
    if (button == 9) {
SetVoiceMode(2);
}
   if (button == 10) {
SetVoiceMode(1);
}


}
if (interface == QUIT) {
    if (button == 1) {
      QuitGame(0);
  }
 
    if (button == 2) {  // quit
GUIOff(QUIT);
}
}
}

strazer

Hm, looks okay to me, no braces problems.

The buttons are on the INVENTORYA gui, yes?

To check if the script gets executed at all, do this:

Code: ags

	if (button == 9) {
		Display("Voice only, no text");
		SetVoiceMode(2);
	}
	if (button == 10) {
		Display("Both voice and text");
		SetVoiceMode(1);
	}


If the messages are displayed, how do you know the SetVoiceMode commands are not working?
What does (not) happen in your game?

YotamElal

it displays the speech...
but it doesn't shut of the text?????

strazer

The text is not displayed only if there's a voice speech file defined and present.

YotamElal

it works fine...
:o)





(BTW: I Didn't solve random character walking in walkarea)
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=19465.0
:o(

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