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 - fiaschetta

#1
I have 3 characters, the third moves toward right but it is hidden from the second character... 
In practice he is behind the second... 
but I want he is before the secondo. How i do?
#2
Beginners' Technical Questions / Walk togheter
Tue 17/06/2008 01:46:19
I have three character that must to walk on coordinates X:50 Y: 100. 
I want that they walk togheter.   
With this script 
 
Code: ags

character[MARK].Walk(399, 287, eBlock);
character[JO].Walk(399, 284, eBlock);
character[MAT].Walk(399, 287, eBlock);


 
First Mark walks.. and  when he on X:50 Y:100 
JO begin to walk... then Mat   
 
But I want that they walk together..
#3
Quote from: bicilotti on Tue 08/01/2008 06:52:38
Open your Save/load/Exit gui, select the Save button (e.g.): the bottom right cell should display something like "Save_click". That's the name of the function which will handle the interaction. If there is nothing here type in something.

Then, in the global script, add something like that:

Code: ags

// SAVE GUI

function Save_Click(GUIControl *control, MouseButton button)
	{
		SaveLoad.OpenSaveGUI();
	}


Repeat these steps for the other two buttons and you got your shiny customized GUI.

P.S.: it seems from your nickname you're italian. If it is so PM, so I can give you better help in our mother tongue


Work! Thanks..
#4
Sorry, I would modify the icon of setup.exe
#5
The module of pablo dont work..

I have modified the first gui..
Pratically, in my game i press F6 and show the GUI with the options of Save, Load and Quit... When i click, for example, SAVE, go out that orrible grey's window..
I want only modify the color and the font of this window..

#6
How i can modify the icon exe of my games?
#7
How can I modify the window of the  save slots  or load slots, and the windows of quit slot ??
#8
Quote from: Scorpiorus on Thu 16/11/2006 10:14:46
And what coordinates do you want to display?

It's a answer?

So, i need of the Textual overlays... now see on manual..
#9
Is possible show three "display speech" (in three different colors) in the same moment to determine coordinates?
#10
Quote from: Ashen on Thu 16/11/2006 01:44:15
Other than that, the code looks OK - the only thing I can suggest is to make sure the script-name is set properly and you haven't maybe set M2 as the Name, not the Script-Name, or it's just 'M', or some other typo.

One thing - you've got the conditions the wrong way round. With that code it'll display "Yes" when both objects are visible, and "Hello" when object 1 is visible, object 2 isn't. (Opposite way to what you said you want.)


Ok, but ags debug says that "oM1" is undefined symbol... why?
#11
I have a room with 2 object (initially invisible) and 1 charachter..

When i talk with heÃ,  (when the 2 object are invisible) he says: "No"
When i talk with he (when object 1 is visibile and the object 2 is not) he says: "Yes!"
When i talk with he (when object 1 and 2 are visible) he says: "Hello!"

Now, i called (script-name) the object1= M1 and the object2= M2...

My script in "Talk with character" is:
Code: ags

ifÃ,  (oM1.Visible = false) {
 DisplaySpeech (PG,"No");
}
if (oM1.Visible = true ) {
Ã,  if (oM2.Visible = true) {
 DisplaySpeech (PG,"Yes");

}
else if (oM1.Visible = true){
Ã,  if (oM2.Visible = false){
DisplaySpeech (PG, "Hello");

}
}
}
}


But, when i test the gameÃ,  go out a windows that says: "Undefined symbol oM2"

What is my error?
#12
Quote from: SSH on Tue 14/11/2006 09:31:35
You must have locked the character view in some other script run previously somewhere...

I don't find the error
#14
Quote from: Gilbot V7000a on Tue 14/11/2006 06:45:32
Since you had defined it on top of the script, you shouldn't define another variable of the same name in "Player enter room (before fade-in)", just remove/comment-out the Overlay* SayBG; line inÃ,  "Player enter room (before fade-in)" and keep the one on top of the script.

Ok, Ok... but when character (saybg) speaks he doesn't animation speech... why?
#15
Ok... now the error is:

Variable "SayBg" is already defined


I understand where put  this:
Code: ags
// Top of room script (assuming this is just a one room thing)
Overlay *SayBG; // Overlay Pointer


// Later in script
SayBG = cNpc.SayBackground("You can't");

#16
I don't understand where i put Overlay* SayBg;

So... i put in "Player enter room (before)":
Overlay* SayBG;

in "Repeatledy excute":
if (IsTimerExpired(2)) {
  SayBG = cPg.SayBackground("You can't");
  SetTimer(2, 10*GetGameSpeed());
}


in "Player enter room (after)":
SetTimer(2, 10*GetGameSpeed());
SayBG == cPg.SayBackground ("You can't");


when i test game, the error is:
"parse error at 'SayBg' (in player enter room after)


#17
The script, when i look an inventory item, is:


ChangeCharacterView (PG, 38);
character[PG].Animate(0, 40);
character[PG].ChangeView(1);
DisplaySpeech (PG, "It's a beautiful book");



But, when i test the game, when i exit, go out a windows that says:

"ChangeCharacterView was used while the view fixed - call ReleaseCharView first"

Where is my error?
#18
Ok.. But i want that the character talking every 10 second... and then, what is the script for interact only if the character2 talking?
#19
I have a room with two character (one is the player)...
If i interact with an hotspost, the character2 says: "You can't"..
But, i want that every 10 second, the  character2 begin to say (as a monologue) and while he says i can interact with hotspot.
Is possible?
#20
I have an room where the background is animate and also a character is animate..
But, when go out the dialog-option, the animate of  the character and backgroung are stopped... why?
SMF spam blocked by CleanTalk