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Topics - Zoolander

#1
When getting the date using the Now Property, is it possible for the display to read April 15, 2006 instead of 15,04,2006?  How would that be done?
#2
Hi everyone.  I'm sure this is possible, I just can't find it in the manual.  How is it done so that an action will take place only if a certain item is in inventory? 

For example, if an NPC asked if I had a coin.  If the coin was in the inventory, the player character would say yes, otherwise the answer is no.
#3
At the end of my game, there's a point where I want to switch it so that one of the NPC's asks my player character questions using the dialog options. Is there a way to do that?
#4
Is it possible to turn walk-behinds on and off?  I need this at a point in my game.  I did a forum search and it seems this hasn't been asked before.
#5
I have a strange problem.  I have it scripted so that when a certain dialog option is clicked, it will trigger another dialog option to turn on.  I have this in a dialog option.  It's scripted so that about 6 different options include the run-script that will cause this to happen. 

The problem is that 4 of them work the way they should.  But there's 2 out of the 6 options that include the same run-script number for option-on like all the rest, but will not engage that new dialog option to appear.  I can't find anything wrong with it.  Might there be a reason this happens? 
#6
I don't know if this is the right plact to ask this, but it seems I have a bit of a glitch in my game. 

In a particular room, there are quite a few variables that can happen when entering depending on where you are in the game or what room you're coming from.  For all but one of these variables, I have one MP3 track that plays, and then  that one other variable has it's own music.

But now every time I enter the room, it plays a second of that one-variable music then goes to the music it should play.  This happens from whatever room I'm coming from.  When I come from the room where that music should play, it works fine.

Has this happened to anyone else?  Is there a way to fix it?
#7
I'm trying to have it so that a right click on my inventory GUI will result in switching to the next mode and cursor.

I tried:
Code: ags

function on_event (int event, int data) {
Ã,  if (event==2) { //The number of the inventory GUI
Ã,  if (mouse.IsButtonDown(eMouseRight)) {
Ã,  Ã,  Mouse.SelectNextMode(); 
}
}
}


I've also tried the GUI name instead of number: if (event==gInventory) {
but either way, nothing happens when I right click.
#8
Currently I have my icon GUI always visible at the bottom of the screen where the dialogue options appear.  During certain dialogues, there might be only one or two options, and so the GUI is semi visible underneath which I don't think looks that good. 

Is there a place in the Global script or something like that where I can have the GUI turn off temporarily only while the dialogue options are there and then turn on again when the dialogue is finished?
#9
I have an animation where I want a sound effect to occur in the middle of it.Ã,  So I put that sound in one of the view frames.Ã,  (14 frames in the animation, the sound is in frame 8).

For some reason, the sound effect will play twice, and I can't figure out why.Ã,  It does it no matter which frame I put it in.Ã, 
#10
Here's something I'm hoping I can get help with.  I have a street scene where an NPC is repeatedly walking around and talking randomly in the background.  Then my player character goes into a building where the same NPC has also gone.  If I've talked to him, when I leave the building I want him to not be in the street (he's still in the building).  Then if I leave the street to go to another area, when I come back to that street the NPC should be back randomly walking and talking like before. 

I've tried many different variable variations, but nothing I try works.  Can anyone think of a way to do this?

By the way, here's how I've coded the NPC in the repeatedly execute script if it helps:
if (character[ORT].Moving==0) {
character[ORT].Walk(Random(225), Random(200)+130,eNoBlock);
}
  if (pause > 0 )   
pause--;

else if (speakline==Random(3)) {
  character[ORT].SayBackground("Sentence 1!");
  pause = 5*GetGameSpeed();
  speakline=2;
  }
else if (speakline==Random(3)) {
  character[ORT].SayBackground("Sentence 2!!");
  pause = 5*GetGameSpeed();
  speakline=3;
}
else if (speakline==Random(3)) {
  character[ORT].SayBackground("Sentence 3!!!");
  pause = 5*GetGameSpeed();
  speakline=1;
}
}
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