Character Scaling Issue (Solved)

Started by Cenobite888, Wed 19/08/2020 10:46:36

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Cenobite888

Hi all

I'm new to AGS and loving it so far.  I've worked my way through the AGS book up to scaling where my troubles are starting.

I don't seem to be able to scale my character by changing the values in the properties pane of the walkable area ID1.  When I change the values, absolutely nothing happens.  I'm not sure if I'm missing something here.

When I script the scaling as shown below, I obtain a degree of the scaling I require.  The only problem is I wish to have continuous scaling and not just singular scaling.

i.e 

cFoxyMonk.ManualScaling = true;
cFoxyMonk.scaling = 88;

My question is 2-fold :-

1)  Is anybody else experiencing the same scaling issue when using AGS version 3.5.0? (Using the properties pane)
2)  Is there a way to do continuous scaling using the scripting method?

Thank you for your time guys and again great work on the AGS book and the program.

Cenobite888

Hi all

I figured it out.

To use continuous scaling you not only need to set it in the walkable area's properties but also in the character's properties by setting UseRoomAreaScaling to True.

Still would be interesting to know if there is a scripting method for this.

Crimson Wizard

#2
Quote from: Cenobite888 on Wed 19/08/2020 10:55:31
To use continuous scaling you not only need to set it in the walkable area's properties but also in the character's properties by setting UseRoomAreaScaling to True.

Still would be interesting to know if there is a scripting method for this.

Hello. As far as I know, Character.ManualScaling is corresponding to editor's UseRoomAreaScaling, but has opposite value. Setting ManualScaling = false in script will make character use room scaling again.

Khris

#3
Quote from: Cenobite888 on Wed 19/08/2020 10:55:31To use continuous scaling you not only need to set it in the walkable area's properties but also in the character's properties by setting UseRoomAreaScaling to True.
True, however  True  is the default value, so you must have set the character to ignore the room's scaling at some point, which you wouldn't notice until you started to implement a walkable area that uses scaling.

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