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Messages - timmle

#1
I have a dialog proroblem, but i didnt want to make a new topic, as it would be a waste and this was more than enough to describe my problem as it is.

After reading the manual about extra options for dialog, after every option has been talked about i put a option-off x command to make sure it doesn't appear again, eventually after putting it on everything, as i dont want the player to have to go through things again if unnecessary, if you try to talk to the man again, script error occurs obviously because all the options have been turned off.

Is there anyway i can make it so that after the first conversation, when you click to talk to him again, it displays something such as - "I have nothing more to talk about with this person".

And out of curiosity is it a simple task so that when something triggers in the game, such as finding an object, it creates a new option to talk about in the dialog? - Does it have anything to do with the run-scriptx command as that looks a little complex.

Thankyou once again.
#2
Yeah, i admit i obviously haven't done enough research, but i truly couldn'd find what i was looking for, hence the topic.

I'd say everyone is quite right about my excessive frivalent topic posting which i will be more careful of in the future, i'll make sure i've checked everything first.

Also i would like to thank Khris for all the help over the last few days he has given me, besides the fact i have been creating topics for stupid things.

#3
Sorry about that, i do search everywhere before i post. It's just what i search for seems to be the wrong thing to use for that specific thing i want to do.
#4
I have used the following script in my room1.asc;

function hHotspot2_Interact()
{
PlaySound(1);
cEgo.SayAt(40,258,320, "Text which is displayed goes here");
}

So i have recorded my own sound file of me saying what is inside the speech marks so it plays at the same time.

I know that some people can be quite impatient when playing point and click games expecially if they have played that scene before and click to make the text dissapear before you've had time to read it.

Because i have just used the PlaySound(1); command - it continues playing the sound even after the text has dissapeared. How would i go about stopping the sound that is activated using PlaySound(1); so it stops at the same time as the text dissapears on a click.

Of course i will using this for every part of text upon hotspot click in the game, so where it is now in the room script im guessing to save me inputting this for everything in the game it should go in the globalscript, but nothing in the help topics or forum topics covers this specific area.

Thankyou.
#5
Thankyou for that, worked a charm, didnt think it was so simple!
#6
That is very true, i might just do that actually, as long as making the character invisible doesn't make anyspots over the character.
#7
You might be able to answer this quite quickly KhrisMUC.

Since i've put the Edit Schematics which applies to every hotspot i have changed the number for the cursor on each individual schematic option depending on which one i would like to be left click or i've added another one for say right click undeneath using 'add new property' in schematics and that has worked fine.

I now would like to remove all hotspots on my character, i have removed all the commands in the events tab, and the script in the globalscript.asc so that 'look at yourself', 'interact with yourself', and 'talk to yourself have all been taken out - because i just dont need that in the game.

But because of the schematic which applies to every hotspot in the game i still get the mouth icon running over the character, which i would like to remove.

I can't remove the schematic on that characters properties cos it messes things up and the game wont execute. I'm guessing because it removes all schematic options, whereas modifying it for each invididual hotspot or object doesn't remove it completely.


Is there an option anywhere to remove hotspots on your character?
#8
Ok, seems to make sense to me now, got a little confused with the different display commands sorry about that.

So linking in with my other topic about dialog infact, the colour i set for my character in the properties pane will be set as the colour of the font displayed whay i use SayAt aswell?

I'm guessing its being a little too demanding to have the SayAt as white text and the dialog a different colour then.
#9
I meant i would download the module i found on these forums to replace the text options for dialog with icons instead. Why,  isn't this possible?

I was thinking of using the following module so i could use the icons in the dialogs - http://www.adventuregamestudio.co.uk/yabb/index.php?topic=25866.0

That's what i meant when i said "i am going to look through the modules for changing text selection to icons in dialog later on and see how it goes."

Thankyou for all your help.

#10
Thankyou very much for your reply.

Sucessfully changed the dialog and now it works perfectly, i am going to look through the modules for changing text selection to icons in dialog later on and see how it goes.

On the link to change the dialog colour, i don't know if i'm being stupid, but it doesn't tell me where to place this script.

int Character.SpeechColor


Example:

cEgo.SpeechColor = 14;

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

So do i go into globcalscript and enter the following at the bottom of the script or is something i have to modify which is already in the globalscript?

int Character.SpeechColor
{
cEgo.Speechcolor = 14;
}
#11
ahh i have found where to change it and it is currently at LucasArts style, which in dialog is perfect, just red text on transparent background, but that doesn't change the text that is displayed when clickin on a Look-At item atall. I've tried on the general settings, setting the Custom Text Gui to 5, for hotspots etc, then creating a new gui with ID of 5. But it has arrows all over it. What is that all about?

I got the background transparent, using 0 (as it says 0 was transparent) but i have about 10 arrows pointing down on the screen as soon as i create a custom text gui.

Anybody help atall?
#12
Just started my first dialog, using the tutorial very kindly supplied on the site, and it works great, everything is how it should except one thing.

In the second part of the dailog, which is a branch off with more options, once you have asked all the questions possible in that section the last item is "That's all for now" and it returns you to the original conversation using the goto-previous command.

But this command puts you right at the beginning of the conversation which starts "Greetings!" etc and this looks rather silly when you've already been talking to them for 4-5 minutes. So i have a few questions...

1) How to i change it so that the goto-previous command is more specific and you can jump back to the options instead of running through the greetings stage again?

2) Can i change the options, that you input that are displayed at the bottom of the page, to be at the top of the page instead and be icons like most point and click games instead of lines of text. The icons would look so much cleaner.

I do love the way the text is above the character's heads as they talk i am defintely keeping that as it looks smart, but how do i change the text colour for each individual character?

Thankyou for your help if you can.


#13
How do i set the speech style for every part of text in the game?

I have checked the contents of AGS and all it says for that in the files is -

"SetSpeechStyle(SpeechStyle)

Changes the way in which speech text is displayed. This modifies the setting originally set in the editor. SpeechStyle can be:
eSpeechLucasarts
  speech text over character's head
eSpeechSierra
  close-up portrait of character
eSpeechSierraWithBackground
  close-up portrait + background window for text
eSpeechFullScreen
  QFG4-style full screen dialog pictures

Example:
SetSpeechStyle(eSpeechSierra);

1) will change the speech style to a close up portrait of the character." 2) and does speech style mean dialog only or all text displayed in the game?


3) I'm slightly confused about what, 'a close up portrait of the character' actually means.

All i want is all text to be dislayed in the game to have a transparent background and be at the bottom of the screen. Dialog is different, i would like that above the character's heads, but all other text, like look-at and interaction text to be at the bottom of the screen.

Hope someone could enlighten me, thankyou all for your help so far, as now i understand how to move the text around the screen.

I have used the DisplayAt( x, x, x "Hello"); and that works lovely but i would like
#14
I don't think im sure what you mean by speech style, i've only really just got into making this game and trying to get a perfect template set up so i can easily replicate everything for my game from there on in.

I would just like all my text, speech, and all writing to appear at the bottom of the page, without the white background to it.

Slightly confused, i thought that this would be a simple one.
#15
I've been searching the forums and all the contents of the AGS software but can't find what i need to know, maybe i'm just missing it, or unaware of what the terminology is.

When i 'Display("....."); etc on a hotspot action, and the text appears on the screen, it follows quite a generic look and i would like to change it if possible.

I would firstly like to remove the white box on which the text is placed (I'm guessing this is the same for speech yet i haven't adding dialog to the game yet), and the black border around that, so it is just the text is placed. Then i would like to make the text white in coloured, and then eventually have a stroke around the font which i believe i can change in the font section in AGS.

Secondly, i would like to reposition all the text that is displayed so it is out of the way of the main scene, maybe at the bottom of the screen and so that i can fit 10-15 words across horizonal, instead of the small box that appears at the moment.

Thankyou.
#16
Could someone please let me know in basic terms how to walk to an object to pick up the object, as at the moment it looks a bit silly just standing there and it disappears. I'm only just starting to create the game and would love it if someone could tell me what scripting if any is necessary to add a walk to point for an object. I want to be able to do this with pretty much every object in the game.

Thankyou.
#17
Thankyou very much, that worked like a charm after the edit, it's working perfectly, now all i have to do with each hotspot in edit Schematics is choose which icon i want to appear as default which you showed me in the first step.

Two questions now if you please;

1) If i have two things actions (Look And Action) on the same hotspot, do i just enter those things into the properties where i normally would, or do i have to edit schematics again for each hotspot, and put like a def_right_click action in there?

And Secondly;

How do i apply this to the inventory window now, because i have entered this code i can't click on the magnifying glass or the pointer as it doesn't do anything, but i can't pick up the item in the inventory either, so how would i use the deafult cursor (what is set to my walk) to choose the icon in the inventory?

Thankyou Once Again.
#18
It did seem to throw up some errors and didn't execute.

I copied over the repeatedly execute function so that it got rid of the on game pause part, i hope that is right.

And on the deleting wheelmouse north----------

else if (button == eMouseWheelNorth) {
    // Mouse-wheel up, cycle cursors
    // If mode isn't WALK, set the previous mode (notice usage of numbers instead
    // of eNums, when it suits us)...
    if (mouse.Mode>0) mouse.Mode=mouse.Mode-1;
    else
    {
      // ...but if it is WALK mode...
      if (player.ActiveInventory!=null)
      {
        //...and the player has a selected inventory item, set mouse mode to UseInv.
        mouse.Mode=eModeUseinv;
      }
      else
      {
        // If they don't, however, just set it to mode TALK (change this line if you add more cursor modes)
        mouse.Mode=eModeTalkto;
      }
    }
  }
}


Do i delete all of that???


#19
I've changed the inventory so it is permanently at the bottom of the screen using the 'Normal' command.

I want the inventory to act the same way as if in the game window itself.

I have a crosshair icon as the walk to icon, and pressing right click over and over scrolls through the different possibilities as deafult.

I would like to use my 'eye' icon in the inventory to analyse the object instead of having to click on the magnifying glass in the inventory, and i would like to use my crosshair (which is used for walk to) to pick up the object to use it.

How can i apply these commands into the inventory as well?
#20
I am incredibly new at this, so be gentle.

I'm just slowly building this from the bottom up and my first step is to get my cursor how i want it.

I'm a big fan of broken sword and i would prefer my cursor to act like that.

For instance;  I have a door which when the mouse rolls over it i would like it to change to the eye, but when the mouse rolls over the door handle it activates the 'To Do' cursor instead.

I have my Look At Hotspot code typed in for my door, and i understand i will have to do this on my actions, but as i understand it i will have to make changes to he global script for this cursor thing to apply to the whole game?

I have searched the forums using the search function and the best i can, and there are a few topics which go over the same thing that i would like, but i am not at a good enough level of understanding yet to be able to just write code or write the rest of it by myself.

What code would i use to achieve this, and would it be placed in the globalscript file?
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