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Topics - heirofmaul

#1
Sorry if this has already been covered (didn't see it anywhere) or if it's somewhere in the BFAQ (which seems to not exist anymore ???).

Would it be rediculously difficult to make it an option for the player to switch between having subtitles on and off? Would you have to go through and lay in an "if" statement for practically every line of dialogue, or is there a trick for making it much simpler throughout the whole game?

Thanks!
#2
How's it going everyone?

Ok, so I've searched through the Beginner FAQ and the boards here, but I can't find a solution to my problem.  I'm sure it's something probably really obvious that I'm just missing (I do that at times ::) ).

You know how when you start a conversation with another character, you can have it so a bit of dialog automatically plays out when you first engage in conversation?  e.g. When you click to talk to a character, the player says "Hi" and the other character says "How's it going?"  Well, when I return to the first group of dialog options after talking about whatever else, it always starts off saying those automatic lines again.  e.g. After you've already been talking to a character about a story and go back to the original group of dialog choices, it starts off once again by the player saying "Hi" and the other character saying "How's it going?"

How do I stop these automatic initial dialogs from reoccuring?  Thank you.
#3
Is there a way of editing the properties of the default dialog window at the bottom of the screen (such as the background color and pixel-spacing from the side of the screen) or would I need to create a whole new GUI in order to do any modifications.

And if I DID need to make a GUI, will I need to make it big enough for as many options as I may EVER have throughout the game, or will it be able to change size or scroll down through other options when there are many?

Thanks.
#4
Can you make it so that the player character can say something different than the option you choose?  For instance, if the character you're talking to asks, "Would you like some booger soup?" and you get choices to say along the lines of "Dear God, NO!", no matter which you pick, you actually say "Maybe later."

To do this I'm sure you'd have to get into the scripting of the dialogs but as of yet I'm unable to find a way into what your character says, just the @1 etc. labelings.

So is this possible and can someone please explain it to me?  Thank you.
#5
Ok, here's a tricky-ish but important one.  Is it possible to change a non-player character's name during the game so that it appears different after speaking with them.  For example, say there is a character labeled simply "man", you talk to him and learn his name is Bob, so the next time you run the cursor over him, it now says "Bob".  Can this be done and could someone please explain how?  Thanks.
#6
I searched around for this, but couldn't find much useful.  Probably because it's too easy for everyone else ::)  I know you can make your own GUIs for things like "quit" and "save" etc. interfaces, but as for the actual "save" and "load" dialogs, where you are dealing with the save files, can you create/customize your own so it's not just the same old basic dialogs?  If so, could someone please give me a straight rundown of how to do it to set me on the path?  Thanks.
#7
Alright, I know I'm a bit behind the crowd on this, but what more needs to be updated in this script (for a quit GUI, if you couldn't tell) to get things right...

#sectionstart btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE
function btnIconExit_Click(GUIControl *control, MouseButton button) {
 
   gQuitgui.Visible = true;
 
   if gQuitgui.Visible = true{
      if(Button == 0){
         QuitGame(0);
      }
   if(Button == 1){
      gQuitgui.Visible = false;
      }
   }
   
}

#sectionend btnIconExit_Click  // DO NOT EDIT OR REMOVE THIS LINE

I'm getting an error message when I try to test or save saying: Error (line 143): expected '('.  Line 143 is the first "if" statement, the   " if gQuitgui.Visible = true{ "   bit.  I'd appreciate anyone to fill me in on this in good detail.  Thanks.   ;D
#8
Hi everyone.

Now, this may be a group of simple problems but I have thoroughly combed the help documentation as well as the forums but I can't find my solution.

In the style of Lucas Arts games like Monkey Island, I have hotspots that make a message pop up when you move the mouse over one.  But I need to know how to (1) move the location of all such messages to the lower portion of the screen (like the Lucas Arts style) and (2) make the messages a NON-blocking function so that my character doesn't stop moving and so that as soon as I move the mouse off of the hotspot, the message goes away and I don't have to wait for it to disappear.

If someone could help me with this I'd be most greatful.  Thanks.
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