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Topics - Moox

#1
While in the process of developing numerous GUIs for my current project I came to a realization, that the development toolkit leaves much to be desired when it comes to GUIs.

Suggestions:

Justification options for GUI elements. (Can be done with simple math taking the width/height properties of the GUI and the width/height properties of the individual elements into account)

Multiple selection of GUI elements.

Alignment of multiple selected GUI elements.

Equal Spacing of multiple selected GUI elements both vertical and horizontal.

Lock GUI elements to prevent accidental movement/resize.

Snap to grid of GUI elements.

Keyboard movement of GUI elements with arrow keys for single pixels or ctrl+arrow keys for tabbed movement.
#2
General Discussion / Html/Javascript Issues
Fri 04/07/2008 04:22:44
I know there are a few of you out there that are experienced in web development so I thought I would go ahead and ask this here.

Anyways, I am currently serving as webmaster for my fraternity. Basically, we have had the same site for the past few years and so I took the initiative of making a new one. The only limit I had was that it had to be html, no php or any of that good stuff due to hosting restrictions imposed by the campus network.

My issue is the major compatibility differences between IE and Firefox and how it affects certain elements of the site, primarily the scrolling photo album on the service page. The album works fine in IE but doesn't display at all in Firefox.

Another issue of mine is how the table border colors work in IE but not in Firefox. I read that this unavoidable due to Firefox's interpretation of HTML. All the workarounds I have seen are jumbled messes and involve putting tables inside tables which seems to be rather inefficient. I was wondering if anyone had any simple suggestions on this. Also, the table seems to stretch over its allotted size in FF.

Last problem is that my favicon is no longer working since I updated the site. The header code and the icon (png format 32x32) have not changed at all in my upgrade. In my troubleshooting I have tried different header codes and using a 16x16 .ico instead to no avail. This is probably a simple fix I am overlooking.
#3
I am currently making a a turn based strategy game with the AGS editor similar to Final Fantasy Tactics. While looking through possible ways to handle movement/ranges I was experimenting with objects, characters, and raw draw. What I noticed however is that the editors positions things off by a pixel occasionally. To illustrate what I mean here is a sample background I made real fast.


The above is an image that will show up in the grid depending on if the area is within range of attack. Now when trying to place that shape within the background grid such as the stairs it sits 1 pixel above the outline. When it is moved down in the editor by one pixel the actual image moves down by 2 making it impossible to line up the shape with the identical grid space. I feel this problem may occur due to the 640x480 resolution. Is there a workaround for this issue?

If my problem isnt really clear I can get some screens from within the editor while working with objects.
#4
Critics' Lounge / My room feels empty.
Sun 29/07/2007 20:01:15


The colors and all that stuff aren't final, just using them to get a rough idea. The room seems rather empty however. Any ideas on what to add to give it a more inviting feeling? I was considering a lamp on the near wall by the kitchen or perhaps some electronics under the tv. That might make it seem cluttered however. Any ideas would be appreciated. Thanks.
#5
Go to run and type telnet towel.blinkenlights.nl
Amazing, the entire movie, all ascii.
#7
Advanced Technical Forum / Save/restore GUIs
Sun 12/02/2006 05:00:51
The scripting is 100% different now from when I last used ags. I managed to figure out how to code most of the guis I need, but I'm so confused as to how to script the save and restore guids.

Objects I have on the GUIs
For save:
lboxSaveÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  lboxSave_SelectionChanged
tboxSaveÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  tboxSave_Activate
btnSaveOkÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, btnSaveOk_Click
btnSaveExitÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  btnSaveExit_Click

For load:
lboxLoadÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, lboxLoad_SelectionChanged
btnLoadExitÃ,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  btnLoadExit_Click

My scripting
Code: ags

#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
Ã,  // This function is obsolete, from 2.62 and earlier versions.
}
#sectionend interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart btnInvUp_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvUp_Click(GUIControl *control, MouseButton button) {
Ã,  invCustomInv.ScrollUp();
}
#sectionend btnInvUp_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvDown_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvDown_Click(GUIControl *control, MouseButton button) {
Ã,  invCustomInv.ScrollDown();
}
#sectionend btnInvDown_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvOK_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvOK_Click(GUIControl *control, MouseButton button) {
Ã,  
	// They pressed the OK button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
#sectionend btnInvOK_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvExit_Click(GUIControl *control, MouseButton button) {
Ã,  
	// They pressed the exit button, close the GUI
	gInventory.Visible = false;
	mouse.UseDefaultGraphic();
}
#sectionend btnInvExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnInvSelect_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnInvSelect_Click(GUIControl *control, MouseButton button) {
Ã,  
	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnInvSelect_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconInv_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  show_inventory_window();
}
#sectionend btnIconInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconCurInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  if (player.ActiveInventory != null)
Ã,  Ã,  mouse.Mode = eModeUseinv;
}
#sectionend btnIconCurInv_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconSave_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconSave_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gSave.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconSave_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconLoad_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconLoad_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gLoad.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconLoad_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconExit_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gQuit.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnIconAbout_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconAbout_Click(GUIControl *control, MouseButton button) {
Ã,  
Ã,  gMenu.Visible = true;
Ã,  	// They pressed SELECT, so switch to the Get cursor
	mouse.Mode = eModeInteract;
	// But, override the appearance to look like the arrow
	mouse.UseModeGraphic(eModePointer);
}
#sectionend btnIconAbout_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnQuitYes_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnQuitYes_Click(GUIControl *control, MouseButton button) {
Ã,  QuitGame(0);
}
#sectionend btnQuitYes_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart btnQuitNo_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnQuitNo_Click(GUIControl *control, MouseButton button) {
Ã,  gQuit.Visible = false;Ã,  
}
#sectionend btnQuitNo_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnMenuExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnMenuExit_Click(GUIControl *control, MouseButton button) {
Ã,  gMenu.Visible = false;
}
#sectionend btnMenuExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnLoadExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnLoadExit_Click(GUIControl *control, MouseButton button) {
Ã,  gLoad.Visible = false;
}
#sectionend btnLoadExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnSaveExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveExit_Click(GUIControl *control, MouseButton button) {
Ã,  gSave.Visible = false;
}
#sectionend btnSaveExit_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart sldVolume_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function sldVolume_Change(GUIControl *control) {
Ã,  sldVolume.Max = 100;
Ã,  sldVolume.Min = 0;
Ã,  SetMusicMasterVolume(sldVolume.Value);
}
#sectionend sldVolume_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart sldSpeed_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function sldSpeed_Change(GUIControl *control) {
Ã,  sldSpeed.Max = 200;
Ã,  sldSpeed.Min = 40;
Ã,  SetGameSpeed(sldSpeed.Value);
 
}
#sectionend sldSpeed_ChangeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart lboxLoad_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function lboxLoad_SelectionChanged(GUIControl *control) {
Ã,  
}
#sectionend lboxLoad_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnSaveOk_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnSaveOk_Click(GUIControl *control, MouseButton button) {
Ã,  
}
#sectionend btnSaveOk_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart lboxSave_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function lboxSave_SelectionChanged(GUIControl *control) {
Ã,  
}
#sectionend lboxSave_SelectionChangedÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart tboxSave_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function tboxSave_Activate(GUIControl *control) {
Ã,  
}
#sectionend tboxSave_ActivateÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart btnMenuAGS_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function btnMenuAGS_Click(GUIControl *control, MouseButton button) {
Ã,  Display("Thanks to Chris Jones for creating the AGS engine");
}
#sectionend btnMenuAGS_ClickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
#8
Critics' Lounge / Need some help on a car
Sun 22/01/2006 03:53:42
Long time no see everyone. I was cleaning out my hdd and found my unfinished game and decided to start the project over. I know I was a bit of a flamer back in the day, so try not to think of me as such now.



The car that the archduke and duchess were assassinated in.
http://wedel1.tripod.com/images/Austria/car.jpg
What it is based on, I know the wheels are different.
#9
Critics' Lounge / Need shading advice
Fri 12/08/2005 21:26:07
Heres an unfinished character sheet from days past, I just stumbled over ags and it in a folder when I was cleaning out my computer.

2nd one is talk animation
#10
General Discussion / Congress to pass "Matrix"
Thu 03/02/2005 01:51:43
Alright, first watch this humerous flash animation on the proposal entitled "Matrix"
http://www.adcritic.com/interactive/view.php?id=5927

The following statement is from the ACLU

A dangerous program â€" ominously called the Matrix â€" is being proposed by a handful of states in conjunction with the federal government. Unfortunately it's no Hollywood invention -- this Matrix would compile your personal information into a giant database that law enforcement agents and government contractors can use to search through information about your private life and investigate your activities. 

Our elected officials must stop this program from being implemented.  They also need to ensure that our federal tax dollars will not continue to fund such invasive initiatives.

According to news reports and internal government documents, the Matrix (which stands for “Multistate Anti-Terrorism Information Exchange”) is an effort to combine state government records, such as driver's license information, with commercially available data to create a vast database capable of compiling and analyzing a profile of every American.

While the private company that runs the program has been very secretive about what data MATRIX contains, government sources report that it includes names and address of family members, property ownership, marine vessels, bankrupcies, liens and judgments, voter registrations, and criminal offender information. However, given the amount of information that is available in today's commercial databases, even more details of our private lives might be captured and catalogued. Indeed, the Matrix materials boast of having access to 20 billion records.

Only a handful of states are currently participating in this program. However, its implications are dire and we must ensure that our tax dollars are not being used to fund this dangerous program.   


  The database will collect and centralize an amazing array of your personal information.
News reports indicate that the database would include driver's license photographs, the names and addresses of family members, gun licenses, voter registration, court records and a vast array of other private details.  And, just as there are errors in credit reports, this giant database will be compiled with information from a multitude of error-prone sources.  Incorrect information could bring you to the attention of the authorities even if you have not done anything wrong.

The program is expensive, soaking up badly needed funds from more worthy causes.
At a time when state and federal budgets are facing hard times, there is little justification for spending scarce funds on this spying program.   With an unknown total cost, this program diverts funds from more effective anti-terrorism initiatives.

The information will not only be used for fighting terrorism. Contrary to its proponents assertions, internal documents have shown that Matrix will be used for “datamining” of our personal records for law enforcement fishing expeditions. Creating a program to combine separate, independently available databases of information on innocent Americans is not merely a “technological advancement,” but a body blow to the core American principle that the government will leave people alone unless it has good reason to suspect them of wrongdoing.


So what do you think? I am currently opposed to this. It is a blatent invasion of privacy which was in my oppinion gaurunteed in the 1973 case Roe Vs Wade. I believe that giving and in fact collecting this information would cost too much and jeoprodize peoples futures on actions or problems from their past. This is in fact one step closer to tryany. What do you guys think?
#11
http://rainbow.arch.scriptmania.com/rainbow.swf
Do you play with your twangers???

This is actual footage from a late 70's child show called Rainbow, This footage is full of double entandras and is hillarious, so heres my question, do any of you actually use dialog like that?
#12
General Discussion / New Years Resolutions
Sat 01/01/2005 00:43:24
There wasnt a thread yet and well, its not new years yet, but what are you guys (and girls) resolutions for the year?

Mine is being nicer to my good friends and being a better person to people I dont know.
#13
General Discussion / Addicting Game I Found
Mon 20/12/2004 15:09:24
http://www.2flashgames.com/viewlink.php?url=http://www.isketch.net/isketch.shtml&id=1047

Its called I-Sketch. It has a huge player number. Its like pictionary with 10 people. It uses a whiteboard chat and it gives you a word to draw. The person that guesses it gets points. Try it out.
#14
I get an error that says unexpected if on the line following the
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE

Well here is the global script
Code: ags
// main global script file
string text;
 
int index;
 

#sectionstart game_start  // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
  // called when the game starts, before the first room is loaded
}
#sectionend game_start  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
  // put anything you want to happen every game cycle here
}
#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE


function show_inventory_window () {
  // This demonstrates both types of inventory window - the first part is how to
  // show the built-in inventory window, the second part uses the custom one.
  // Un-comment one section or the other below.
  
  // ** DEFAULT INVENTORY WINDOW
  InventoryScreen();
/*  
  // ** CUSTOM INVENTORY WINDOW
  GUIOn (INVENTORY);  
  // switch to the Use cursor (to select items with)
  SetCursorMode (MODE_USE);
  // But, override the appearance to look like the arrow
  SetMouseCursor (6);
*/
}

#sectionstart on_key_press  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {
  // called when a key is pressed. keycode holds the key's ASCII code
  if (IsGamePaused() == 1) keycode=0;  // game paused, so don't react to keypresses
  if (keycode==17)  QuitGame(1);   // Ctrl-Q
  if (keycode==363) SaveGameDialog();   // F5
  if (keycode==365) RestoreGameDialog();  // F7
  if (keycode==367) RestartGame();  // F9
  if (keycode==434) SaveScreenShot("scrnshot.bmp");  // F12
  if (keycode==9)   show_inventory_window();  // Tab, show inventory

  if (keycode==19)  Debug(0,0);  // Ctrl-S, give all inventory
  if (keycode==22)  Debug(1,0);  // Ctrl-V, version
  if (keycode==1)   Debug(2,0);  // Ctrl-A, show walkable areas
  if (keycode==24)  Debug(3,0);  // Ctrl-X, teleport to room
  
}
#sectionend on_key_press  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {
  // called when a mouse button is clicked. button is either LEFT or RIGHT
  if (IsGamePaused() == 1) {
    // Game is paused, so do nothing (ie. don't allow mouse click)
  }
  else if (button==LEFT) {
    ProcessClick(mouse.x, mouse.y, GetCursorMode() );
  }
  else {   // right-click, so cycle cursor
    SetNextCursorMode();
  }
}
#sectionend on_mouse_click  // DO NOT EDIT OR REMOVE THIS LINE


#sectionstart interface_click  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
  if (interface == ICONBAR) {
    SetCursorMode(6);
    if (button == 4) {  // show inventory
      SetCursorMode (MODE_USE);
      GUIOn(1);
    }
    else if (button == 7)    // save game
      GUIOn(4);
    else if (button == 5)   // load game
      GUIOn(3);
    else if (button == 6)   // quit
      GUIOn(2);
    else if (button == 3)   // interact
      SetCursorMode(2);
    else if (button == 1)   // look
      SetCursorMode(1);
    else if (button == 2)   // walk
      SetCursorMode(0);
    else if (button == 0)   // talk
      SetCursorMode(3);
  }  // end if interface ICONBAR

  if (interface == INVENTORY) {
    // They clicked a button on the Inventory GUI
    
    if (button == 1) {
      // They pressed SELECT, so switch to the Get cursor
      SetCursorMode (MODE_USE);
      // But, override the appearance to look like the arrow
      SetMouseCursor (6);
    }
    
    if (button == 2) {
      // They pressed LOOK, so switch to that mode
      SetActiveInventory(-1);
      SetCursorMode(MODE_LOOK);  
    }
    if (button == 3) {
      // They pressed the OK button, close the GUI
      GUIOff (INVENTORY);
      SetDefaultCursor();
    }

    if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
    }
    if ((button == 5) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
    }
  }
  if (interface == QUIT) {
    if (button == 0) {  // no
      GUIOff(2);
     }
    if (button == 1) {  // yes
      QuitGame(0);
      }
    }
  
}
#sectionend interface_click  // DO NOT EDIT OR REMOVE THIS LINE
if (interface==3) {
 // if Restore interface
 if (button==0) {
 // if cancel is pressed
 InterfaceOff(3);
 // Close interface 
 else { index=ListBoxGetSelected(3,1);
 // else get the selected game
 RestoreGameSlot(savegameindex[index]);}
 // restore the game
 }
}
 if (interface==4) {
 // if save interface
 if (button==1) {
 // if enter is pressed  
 index=ListBoxGetNumItems(4,0);
 // Count saved games  
 if (index<20) {
 // if less than 20
 GetTextBoxText(4,2,text);
 // Get the typed text
 InterfaceOff(4);
 // Close interface
 SaveGameSlot(index+1,text); }
 // Save game (text as description)
else {
 // if saved games are 20
 index=ListBoxGetSelected(4,0);
 // Get the selected save game
 GetTextBoxText(4,2,text);
 // Get the typed text 
 InterfaceOff(4);
 // Close the interface
 SaveGameSlot(savegameindex[index],text); }
 // Overwrite the selected game
 }
 if (button==3) { 
InterfaceOff(1);
 // if cancel is pressed close interface
}
#15
Im tired of making sprites for every angle, how about an option to flip or rotate objects in game, the object windo, or the sprite windoq
#16
I was searching the kol forums when I stumbled upon this discussion. Very intresting.
http://forums.asymmetric.net/viewtopic.php?p=115835#115835
#17
Is there a way tell which direction the character is facing? I have searched the forum, manual and variabls but cant find anything.
#18
What is a Photoshop Phriday?

Photoshopping isn't drawing a completely new image -- It's editing images to create a new image, such as editing one image or combining several images.

Also, you don't have to specifically use Photoshop -- Paint Shop Pro, MSPaint, or any other programs can be used.

See this link:
http://www.somethingawful.com/photoshop/

And for other examples, see here:
http://www.worth1000.com/

The two above websites should give a fair idea of what is involved.

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

We have all heard about it, now what really happened at brittens?

Picture thread
http://www.agsforums.com/yabb/index.php?topic=14951.0

Photoshop a picture into anything humerous, no major rules
#19
General Discussion / Who is Pumamam?
Sat 17/07/2004 19:46:22
CJs name with an M instead of a N, same avater except with a dress and the line "wheres that boy"


#20
Well, heres the question. It is probably really easy to solve, I'm probably just overlooking a command.
How would you script it so The game wont do anything else untill an animation is over?
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