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Topics - dude_r005

#1
hi folks,
I'm trying to make a sequence, where something drops on my player, and he shall be unable to move or interact with other hotspots, objects, etc. in the room. all he should be capable of is moving his hand. In monkey island 2 is a very similair situation, when guybrush gets caught in lechucks hiding place. Later on, he and wally are hanging over some kind of acid. That's pretty much what I want.
I could solve it with setting a global int, which changes, if a certain action (which causes the thing to drop on my player) is done. This global int could then be a conditon to interact with objects etc in this room. and I'll have to remove the walkable areas and change the players view.

I'm pretty sure, all this would be no problem, but , I wonder if there ain't an easier way to do this. Any suggestions? maybe a little trick, which makes the player unable to move or interact with anything but some choosed combinations.
I'm thankful for all I can get
#2
hey folks, I was searching the forum for a little porblem I have.
I want to change the cursor while it is ON the hotspot.

I used this code

// script for hotspot1: Mouse moves over hotspot

SaveCursorForLocationChange();
SetMouseCursor(10);

but it just works sporadicly. sometimes I really have to move around on the hotspot until the cursor changes and sometimes it doesn't change at all.

I thought maybe the "Mouse moves over hotspot" is not precise enough.
is there another way, to do this?
#3
Hey folks I just need your opinion on a room of my new game. I was quite far in developing, but since I was taking a rather long break and having to adjust my functions to the new scripting style I thought, I might as well style up some rooms. This is the second room. what do you think? lights, shadows, colours...be honest...

#4
hi folks,
I've got a little question again. My character I is in (let's say) room1.While he's there I want an animation in a different room (f.e. room2) to be activated and be shown to the player (human). after that the "view" shall return to the player.

I tried to realize this by letting the character walk to the room and set the him invisible in that room. On character enters screen (after fadein) I let the animation start. This worked so far.

Code: ags

player.Walk(61,131, eBlock, eWalkableAreas);
player.Say("message1");
player.ChangeRoom(15); //<--at this point of actions the "view" should change
player.LockView(16);
player.Animate(0,12,eOnce,eBlock);  
ReleaseCharacterView (EGO); //old code
object[3].SetView(15);
object[3].Animate(0,1,eRepeat,eNoBlock);
player.Say("message2");


but when I do this the player.ChangeRoom-command got skipped and will be executed after the whole code.
This actually makes sense, but it's not what I want.
Is there a different way?? I hope you now what I mean. can anybody help?
???
#5
hello I have a simple question.
I recently started programming a adventure game with ags.

during scripting I a error accured:

I tried to do this:

object 5
conditional (if inventory Item was used) : 8
quick animation (view 16, loop 0, speed 12)
change obejct view : 3
animate object: 5

that works fine, but I wanted to wirte it as a script, so that the character displays a speech, when any othe item was used.

I got so far:

if (character [GetPlayerCharacter()].activeinv ==  8 ) {
 
SetCharacterView (EGO,16);
AnimateCharacter (EGO,0,12,0); (last value is for boolean False)
ReleaseCharacterView (EGO);

SetObjectView (3,15);
AnimateObject (3, 0, 1, 1);
DisplaySpeech(EGO,"Oh no the cable went out! Must be the damn antenna again.");



}
else {
DisplaySpeech(EGO,"I don't wanna use this with my TV.");} 



But now the character doesn't do the animation anymore. what is wrong??
the object animation works fine and the message is displayed. I don't see the error. can anybody help?
I already tried a lot.
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