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Messages - GazJ

#1
Thanx for both of your replies.

That explains why the chicken was walking on the spot and the :

if (cChicken1.Moving == 0)

will also sort out the problem of when the chicken stops at the edge of a walkable area.

Now I am going to try and work out how to make the chicken move away when the player comes near it.
#2
Hi

My problem is as follows I want a chicken to walk around at random in the background of a room.  It walks a short distance then decides to change direction etc.  Imagine the dog in 'Beneath a Steel Sky' if you have played it.

I have all the walking animations for the chicken there is just the four directions Up, Down, Left and Right.

I have experimented by putting this just to get started off:

function room_RepExec()
{
  cChicken1.Walk(129, 177, eNoBlock);   // from its starting position of 69, 177

}

But this just makes the chicken walk on the spot.  The chicken only walks when an interaction event is called in the room.

I am a bit flummoxed with this scripting task so any ideas would be very gratefully received.
#3
Thanks for all your advice I have solved my last problem with the hole in the floor object.
I used a seperate walkable area over the hole which is removed when the hole appears which is what Matti suggested.
It does seem to be that the baseline is always placed at the bottom for Blocking which is not what I wanted for this hole object I wanted it in the centre.
#4
Thanx for that.  Thats solved that problem.

But I am still having a problem with this:

Basically I have a square hole in the ground and I don't want the character to stand or walk over it.
I have set the baseline to 150 which is in the middle of the hole.  I have then set the BlockingHeight and BlockingWidth to  cover the entire area of the hole.
But when I come to run the game the Baseline has been put at the bottom of the hole object.

I have set the hole's baseline in the editor and in the room's FirstLoad script.

Any ideas on what I am doing wrong?
#5
I have started a new game and having checked through the manual I wondered if anyone has an answer to this problem.

Let's say I have a barrel object so I don't want my character to appear to walk over it or through it.

I know I can make the area at the base of the barrel a 'non-walkable area'.  But the barrel can be picked up and moved to another area in the room.  This will then leave an empty area in the room that my character cannot walk on.

I am new to AGS game making so any ideas would be gratefully received.
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