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Topics - janro

#1
Hi.

I have a player character named Howard in my project. He is the main player character and game starts with him as the player character. When I change player character from Howard to anyone else, character is displayed normally with it's IdleView animation. When character starts to move, Howard's NormalView animation is displayed instead of character's NormalView animation. Also character's IdleView animation is replaced by Howard's. Except in every 20 seconds or so, character's original IdleView flashes on the screen (appears for half a second or so and then changes back to Howard's view)

Same behaviour happens when player character is changed during the game with .SetAsPlayer-function or have been set as player character in project before project is run.
It doesn't matter if I use different characters, create new views or change starting room.

When I create a new project and import Howard and one of the other characters into that project, then views work as they should. I can change player character during the game or set different player characters in project and views works correctly.

So it seems to be a project related problem. I'm wondering what could I do for my current project to get views working correctly or should I just copy all content to a new project? Is this a known problem? I tried to search from forum but couldn't find any help.

All help is much appreciated.
#2
Hi everybody.

We are building a script for managing dialogs for all interactions in game.
Idea is to get access from a single script file to all objects, items and hotspots and store their values into structs. I'm implementing the hotspots part and have a problem accessing them from that script file.

I'm accesing to hotspot with it's ID like this:
Code: ags

hSpotDialogs[1].name = hotspot[1].Name;

hSpotDialogs is a struct where all data from hotspots should be stored.

I've read that hotspots can be accessed from a global script with it's ID but I don't know is it possible to access them from a local script with same manner?

When I run the game I get error "Null string supplied to CheckForTranslations". I'm not sure is that error caused because hotspot[1].Name is null at the moment script is executed at start_game function in global script. Or doesn't script get the value out from hotspot[1].Name because script is not global nor is located in room script?

When I import the script into room script and execute it when room is entered first time, values from hotspot is stored fine into struct. But we prefer to keep dialog script local and execute them from game_start if it's possible.

Would someone please clear me out with this? I'm happy to deliver more details if necessary. :)
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