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Topics - Cenobite888

#1
Hi all

Have any of you experienced non responsive behavior in a game when you try to move an invisible object?

The code that works is as below:

function oApple_UseInv()
{
if(cFoxyMonk.ActiveInventory == iStick)
{
  if(Game.DoOnceOnly("StickIsInTree") == true)
  { 
    cFoxyMonk.Walk(129, 174, eBlock, eAnywhere);
    oStick.Visible = true;
    cFoxyMonk.FaceObject(oApple);
    oStick.Move(oApple.X, 48, 4, eBlock, eAnywhere);
    oStick.Move(oApple.X, 170, 4, eBlock, eAnywhere);
    cFoxyMonk.LoseInventory(iStick);
    oApple.Move(oApple.X, 180, 4, eBlock, eAnywhere);
    oApple.Baseline = 0;
    Display("Good shot! The apple falls out of the tree and lands on the ground with a thud.");
   
  }
}
}

If I go and make oStick = True a comment i.e // oStick = True so that the stick remains invisible, and try to move it, the game becomes non responsive like it entered a long thinking loop.

Any Ideas what could be causing this?
#2
Hi all

I'm new to AGS and loving it so far.  I've worked my way through the AGS book up to scaling where my troubles are starting.

I don't seem to be able to scale my character by changing the values in the properties pane of the walkable area ID1.  When I change the values, absolutely nothing happens.  I'm not sure if I'm missing something here.

When I script the scaling as shown below, I obtain a degree of the scaling I require.  The only problem is I wish to have continuous scaling and not just singular scaling.

i.e 

cFoxyMonk.ManualScaling = true;
cFoxyMonk.scaling = 88;

My question is 2-fold :-

1)  Is anybody else experiencing the same scaling issue when using AGS version 3.5.0? (Using the properties pane)
2)  Is there a way to do continuous scaling using the scripting method?

Thank you for your time guys and again great work on the AGS book and the program.
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