Two Questions About Rooms

Started by Ytterbium, Fri 30/01/2004 01:59:58

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Ytterbium

I have some room-related questions.

1. I've created a new room. How do I set the location where the player character appears when they enter the room? There are also multiple exits to the room, so I'd like to know how to set it so the player appears in the room at a specific location based on where they entered it.

EDIT: I fixed the second problem myself...I had the right mouse button, which is used for walking, set to MoveCharacter, not ProcessClick MODE_WALK. I left it there for your amusement.

2. I've got a problem with scrolling rooms (I think the creator of 5 Days a Stranger had something like this too, but I'm not sure). My game's resolution is 640x480 and I've imported a 1280x960 room. However, the character doesn't move onto where I click...I have to click somewhere far off to the side of where I want to go to get there. I've used control A and I am clicking on a walkable area, but I don't know why it won't work!


Currently in production: Septigon

Moox

I can answer question 1

If its the starting room you can set his starting location in the character page by picking the x and y, if it is just an aditional room you could make hotspots for every entrence, and then using the interactions tab use the player enters room at a different location when they step on the hotspot, you can right click on the room to find the x and y you like

Scummbuddy

that would only be okay for the first room they appear in, but for other cases...

NewRoomEx
NewRoomEx (int room_number, int x, int y)

Identical to NewRoom, except that the player character is placed at co-ordinates (X,Y) in the new room.
Example:

NewRoomEx(4,100,50);

will move the player character to room 4 and also place him at coordinates 100,50.
See Also: NewRoom
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Scummbuddy

Great, I'm a freakin' moderator,and the edit ability won't work right now, so I'll just Double Post..... (dont follow me)

This answer is easily found in the AGS Manual/Help File.  Room/Screen Functions. Please do give that manual a once over at least, so things are fresh in your mind.
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

Ytterbium

#4
Quote from: Scummbuddy on Fri 30/01/2004 02:44:23
that would only be okay for the first room they appear in, but for other cases...

NewRoomEx
NewRoomEx (int room_number, int x, int y)

Identical to NewRoom, except that the player character is placed at co-ordinates (X,Y) in the new room.
Example:

NewRoomEx(4,100,50);

will move the player character to room 4 and also place him at coordinates 100,50.
See Also: NewRoom


So basically I cannot use the Interaction Editor to do it, I have to use scripts. I can do that, but I wish I didn't (CJ, if you're reading this, please fix this in the next version).

EDIT: I just looked at the interaction editor, and I feel really stupid...

Currently in production: Septigon

Akumayo

I am not sure, but i think in the manual it says that rooms above 1000 pixel revolutions were unstable, unsupported, and unpredictable.
"Power is not a means - it is an end."

Ytterbium

Quote from: Akumayo on Sat 31/01/2004 03:09:18
I am not sure, but i think in the manual it says that rooms above 1000 pixel revolutions were unstable, unsupported, and unpredictable.

I fixed that problem, thanks...

Currently in production: Septigon

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