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Topics - Scarfy

#1
It doesn't say in the manual. Is it possible to just add to a global int +1 instead of overwriting it?
Cause i have one event that has to be done and another for a dialog to appear.
For example i need to have talked about this with the guy and i must actually know that i need it from him for the option to appear.
So is it possible when one of the things is true to add 1 to the global int and then the other 1 aswell so when both is true the dialog option appears?
SetGlobalInt(10,+1);? something like this?
Or is there already a better way how to do this wich i haven't figured out yet?
#2
I made a dialog function where when you finnally persuaded a guy to give you an item he walk over to fetch it comes back and gives it to you.
Everything works besides that it doesn't show the giving animation for this character.
Here is the my script:

function dialog_request (int chabis) {
      if (chabis==1) {
         character[ABW].Walk(399, 240, eBlock);
         Wait(160);
         character[ABW].Walk(284, 265, eBlock);
         character[EGO].LockView(28);
         character[EGO].Animate(0, 0, 0);
         character[EGO].UnlockView();
         cEgo.FaceCharacter(cAbw);
      }
}

It is view 28 and the first animation of it.. so 0.. no delay and play only once..  but he just seems to move over that and carry on without an error nor the wanted animation.
What did i do wrong?
#3
Ok, i don't know if i'm really that stupid.. i looked through all the different tutorials and help files all they say is that when you change it in the global script to use the custom made gui it displays...
It doesn't for me.
Only when i put it on "permanent" it displays.. but that not really wanted. When i put it on popup model it shoudl pop down when i move the edge of the screen no?
I fiddeld around with the x and y  position but didn't change anything.

and as first screen i have title screen it shouldn't dissplay there.. i didn't figure out aswell how to exclude the titel screen..

i really tried to find the answer...  ???
#4
With the game i'm working on at the moment i have the problem that always the lowest dialog option gets
cut off. I have a picture here to demonstrate what i mean.

http://mercucio.homelinux.net/agsdialogcut.jpg

And i can't figure out why ags does that. Has it do do with the font used? Font size or something?
Any help/hint would be greatly apprichiated.
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