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Topics - aerguin

#1
Hi,
I can't find a way to change the custom Object (or Hotspot, Character or Inventory item, for that matter) properties. I mean, the ones that can be defined from the Room Objects page, clicking on "Properties...". I would like to change them in the middle of the game, from script.
There are these "GetProperty" and "GetTextProperty" functions, but how about Setting them?? I hope there is a way, cause if not all the hours I've put into this since the first day have been in vain  :(
#2
Ok, I have a problem when I want my buddy to walk and do something after.
Let's say I have a Bluecup and want to Pick it up. After walking to the Bluecup, Instead of picking it up, I want him to say "too hot".

I'm using my own GUIs and MouseModes and everything that don't resemble at all anything from Sierra or Lucasarts. If, in the Pick Up interaction, I first define the Walk action as Non-blocking, and after that tell the guy to talk, he will say "too hot" right at the beginning, before reaching the cup. If I put a conditional like
if(!cEgo.Moving) DispMessage...
it won't do anything cause the program will check this IF once, right after the guy starts moving, and it won't enter.

The other option is to make the Walk Blocking. This works as the character reaches the end and then says "too hot" but it blocks EVERYTHING!! I want it to be possible that if the player changes his mind while the guy is walking towards the cup he can so something else or tell the character to go somewhere else. This is what Lucasarts games (at least fate of atlantis) do.

So I want it to be Blocking for the following actions in that interaction, but NOT for the rest of the game options. Any workarounds?

(In Hotspots there is this little nice feature so the player automatically walks to the hotspot when interacting, but it's totally blocking anyways, and the strange Action-GUI-Mode-Cursor thing I've written doesn't work too well with this feature).

I've thought about a key or something that can STOP all blocking functions. Does this exist?
Still something plainer, like a simple click, would be better.

Thanks!
#3
Hi there,
I'm just starting to write a game and I'm having a bit of trouble when handling an event when a mouse button is RELEASED.
The thing is that I want a GUI window to appear when the right button is pressed, no problem there. I don't want the window to stay there when the button is released, I want to make it dissappear exactly when that right button is released.
I've done it this way after the GUI is visible with the click:

while (MouseRightButtonPressed = TRUE)
{
}
GUI.Dissapear();

This won't work because the program gets kind of stuck in the While-loop and the cursor won't move and nothing will happen while the button is pressed.
Another way I tried was to put a Wait(1) inside the While. This kind of works, but as the game goes into the Pause/Wait mode, the buttons in the GUI appear unavailable and don't change of image when I place the mouse above them, and this is exactly what I want to happen.
So I see no way around it... I can think of 2 possible ways but none work. One would be to somehow keep the program inside the While-loop but without blocking the usual mouse movements and GUI button behaviours. Another would be just to get rid of the While-loop, and create an event or function when the mouse button is released to make the GUI dissappear.
Any help?
Thanks.
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