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Topics - Dannymac247

#1
Well, this is a bit embarrassing. On a whim the other day I started whipping up something new in AGS 2.72, because that is the last version I used and I got a few rooms and objects in place, then I was trying to remember a few details (some scripting language, and how to upload music) and when I went to the helpfile it... wasn't there.

Like, the help browser would open, and I could see the searchable table of contents and everything, but when I selected anything IN that table of contents no content would open up.

I know 2.72 is ancient and so it's likely some compatibility issue or something like that, but by any chance would anyone know where I could find a copy of the documentation not in the AGS .chw file? Like does anyone maintain a repository or that sort of thing? None of my searches in the forum or on Google turned up any links that work.
#2
So it was suggested that I update "Sophia McGrath and the Strange Invitation" from 2.72 to the latest version in order for it to be compatible with multiple platforms. I tried to import it into the 3.5 version, but it doesn't seem to be working and I'm not sure what I am doing wrong. It seems to be generating junk code in the rooms. Here is an example:

Spoiler
Code: ags
Øyisý,q¶Å'fï‚kwH>â,¬­†e4éñdª‘b>}{y@@â,¬¹Å'h<ni%ÿý;‹l^\%$USglKïaMR.$Q›eB"/TN-	­’g2Æ'qtMî~n¶ŠX071%ZÛgL(ï‚kwH>â,¬­Å'kïawtL,O³~r4(jMBqqº=k>~u%0qe¶^ïuiiD7z(T'ïé{tº‚'x{fA:qL¶^ï7mRN2qHµ‘^Apky		”Å'nBt6IHAma³‚F>sm%3Yn«‚E>~sfS÷GQjhD‚m3#7`©‰^~ljÿöqL¶^#ptpS=5:T'F>„{j
#d”Å']4VzfO6ubgE^~lj/=um»‚køJ\Û"º‚\CxwsD<p¹Å'h<ni%ÿý;‹l^\%$USglKïaMR.$Q›eB"/TN-	T'BtkyH=zr»~kC/ztN;kag=(þ/LTÿ[Sgb=c(T1î^D”lO/\M(!,Kk>ÜnzM1â,¬h¶‹A~wr>04(gËœÙ/(4îb¹†iC/ntQî^n¶Š3ï_tfX3~³‚ZEt{%Q={lT'F>„{j
z`©‰^~ljÿöqL¶^}|jQ/ospXÙ\wzR3:Dµ~[;tUtC3,'¬jh3tTtN9mspXÙ\wzR3:Dµ~[;tUtC3,'¬jh3t\fK9â,¬npXÙ|wzR3:Tº‚=4uizKBSq¨a8r(-î,:T'vÜ+xD1â,¬h¶‹^=s(wN=y^©=þ>(I.îZN›=>X\%. ,QÅ'jH%T(Y'_“fGéñdª‘b>}{y@@â,¬¯Å'mBwy-mgL(ïSW%-`Å'aB#/WWÿ QLâ€"s>ïcPN2îXH•bÙu}sBBunµ=a>Æ'{uNB>^¨E"ïŠÿî;.g\Axxyÿ4{qgehC‚xtSî>oehC‚xtSî>(=:=ˆ(hK7ojgÅ'gïwwyR>{sT'K4‚|tQ3S`´‚=8pttFî4(‚=Ü…éñdª‘b>}msCîtn»i>Æ':d@î,.v==/VT3îQCqa(W$Å'=MX[%+ZDT'
function room_Load()
{
gui[0].Visible = false;
gui[1].Visible = false;
[close]

That was at the top of room0. It just looks like a mess to me.

Any notions on what I may be doing wrong?
#3
Hey there everyone! Over the last few years I've stuck my head out onto this board from time to time to ask random questions, but after all of that work and patience (as well as copious amounts of procrastination) I am finally ready to announce my new creation, "Sophia McGrath and the Strange Invitation"!

Set in the Harry Potter Universe, you play as eleven year old Hogwarts student Sophia McGrath who has been kidnapped and placed in a cell, where she will need to use her wits and 11 year old grasp of magic to escape.

I'm glad to finally get this out there... as you can probably tell by the fact that it was made in AGS 2.72, I've been working on this for a LONG time. Good to finally finish one of these projects, though, so I hope you'll enjoy!






https://dannymac247.itch.io/sophia-mcgrath-and-the-strange-invitation
#4
Another case of "I can't figure out what I'm doing wrong." I found another thread here where someone asked what I think was the same question back in 2009, and found an answer, but they never said what precisely they were doing wrong. Something about a return. Anyway...

Below is the complete script for a dialog I am writing. Only the first option is selected as "See" and "Say," everything else is Say only, needing to be activated first.

The idea is that the first time the player talks to this character, they begin with option one, and then have a choice between options 2-5. Then, after picking one of those options, the dialog ends, and if they talk to that character again, they only have option 6 available.

It isn't working, and I'm not sure why. As an experiment, I switched every "stop" in options 2-5 to "return". Within the context of one dialog, it SEEMS to be working, in that you open with option one, have a choice from options 2-5, and then finish with option 6. But when you talk to that character again, you once again open with option one, and then have choices of 2-6! That last bit is really confusing me... there is nothing in option 1 that can activate 6, so if 6 is simply being activated and left on, shouldn't it be there as an option, along with option 1, at the start of the conversation?





Code: ags

// dialog script file
@S  // dialog startup entry point
@1  // option 1
ego:Are you watching me?
paint: Of course. You didn't think this was a room we felt needed decorating, did you?
option-off-forever 1
option-on 2
option-on 3
option-on 4
option-on 5
return
@2  // option 2
paint: Amusing. Joking, even when on the verge of panic. Perhaps he was right in his choice.
Ego: He? He who?
paint: Patience, young one. You'll meet him soon enough. Until then, might as well make yourself comfortable.
option-on 6
option-off 2
option-off 3
option-off 4
option-off 5
stop
@3  // option 3
paint: Alas, I cannot. I never have quite gotten the knack of opening doors. You'll just have to wait until he comes.
ego: He? He who?
paint: Trust me, you'll meet him soon enough.
option-on 6
option-off 2
option-off 3
option-off 4
option-off 5
stop
@4  // option 4
paint: Ah, yes. Such an observant young mind. I see why he chose you.
ego: You mean the one who brought me here. Who is he?
paint: I'm afraid it is not to me to give you the answers you seek. Ponder the puzzle while you wait... you'll meet him soon enough.
option-on 6
option-off 2
option-off 3
option-off 4
option-off 5
stop
@5  // option 5
paint: Or what? You'll yell at me? Throw something at me? CRY?
ego: I'm warning you. You won't get away with this.
paint:Such spirit! No wonder he chose you. Watch that temper, however. He does not approve of tantrums.
ego: Who is he? Tell me!
paint: No. 
Narrator: He laughs.
paint: But do keep threatening me. It will help pass the time.
option-on 6
option-off 2
option-off 3
option-off 4
option-off 5
stop
@6  // option 6
paint: I don't think I will, actually. Watching you is much more fun.
ego: Great.
stop


Solution found! In the above code, the "start" text (marked by @s) requires a return command. Thank you, Khris and Snarky!
#5
So I am working on a puzzle where multiple objects in a room are used to create a rat trap. Since these objects could theoretically be found/placed in any order, I figured a simple if/else statement could do the trick, and I used the following code to do it. By my understanding of the code, the following script should check if room objects 5 and 6 are visible, and then, if they are, make them invisible and activate object 7 along with removing the trap (a stick and a box, hence isnb) and displaying a message about the trap being set. If they are not both activated, then it should return a message saying that the trap needs a trigger and a bait.

It is always returning a negative. Any obvious thoughts on what I am doing wrong here? I was worried that I was using the wrong function, but I can't find another one in the manual.

Code: ags
if ((object[5].Visible == true) && (object[6].Visible == true))
{
object[7].Visible= true;
object[5].Visible= false;
object[6].Visible= false;
cEgo.LoseInventory(isnb);
		Display ("You set the trap.");
}
else {
		Display ("The trap will need a trigger and bait, first.");


#6
My problem in a nutshell- I am trying to script an interaction with a room object that first checks if a particular character is in the current room, and then react accordingly. I post this hesitantly because I can't possibly be the first to want to do this, so I must be missing something on these boards, but I've been combing them and the manual for days and can't find the proper scripting language for it.

My larger problem- I suspect that the real issue is that, as a very inexperienced scripter, I don't even know what exactly I am looking for. I know what I want the game to do, I even have some clue of the logic I want it to use, (for instance, I have dabbled with the ADRIFT text game language and could accomplish what I am trying to do here fairly easily) I just am so new to the language that I am having trouble even searching for the command I want. I have found numerous links to AGS cheat sheets, which claimed to show the syntax of more or less every available command, but each link was broken. If anyone knows where such a cheat sheet can be found so I can start really learning the language, that would be much appreciated.
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