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Messages - Irathril

#1

Lol... that was it. I erased accidentally the text in event box.  I was becoming crazy for just this. XD

Thank you khris and crimson, you helped a lot :)
#2
[quote author=Crimson Wizard link=topic=39003.msg513324#msg513324 date=1254679295

Can you please re-check that this function (now room_Load) is actually bound to an event in the events table for this very room?
[/quote]

how can I check it?

damn, I'm afraid I'm a completely noob.
#3
Quote from: Crimson Wizard on Sat 03/10/2009 21:04:20
Quote from: Irathril on Sat 03/10/2009 20:47:10

The only thing that doesn't work is having him looking to the left when the player enters the room. that should be included in the function room_BeforeFadeIn, right?

Wel, what about trying some crazy ideas...
For example, is your function "room_BeforeFadeIn" actually bound to event in the events table?
By the way, in AGS 3.X this function is called "room_Load" by default. Can it be the cause?


What if you put some other commands in that function, will they work?

I tried with room_Load(), nothing happens yet.
I added a shakescreen, it doesnt work too.

Code: ags
function room_Load()
{
  cSailor2.FaceLocation(cSailor2.x - 1000, cSailor2.y);
    ShakeScreen(1); 

  }


It's strange, because in another room (room1) I made a cutscene with function room_AfterFadeIn, and I had no problems.


#4
Quote from: Mr Matti on Sat 03/10/2009 14:59:23
That is strange and I have no clue what is going wrong. But you could test if cSailor2.Loop=1 works.

yes, it works. I even have created a dialog, and the player can speak with him normally, and Sailor2 reacts at Facecharacter and turns.

The only thing that doesn't work is having him looking to the left when the player enters the room. that should be included in the function room_BeforeFadeIn, right?
#5

no, he still face to the front (and yes, I've checked all te views for the char and so, I've used it in the game many times)
#6
Hi all.

I'm a completely begginer in AGS. I probably have the most simple question ever, but I've been looking for the answer on manual and forum and I have not found the answer.

In my game, the player enters a room and he meets a character there. I want that character (sailor2)  to be facing left when player enters the room. Just this.

I've tried a thousand things to do it, and I couldn't do it. The last thing I tried was that on Room script

Code: ags

function room_BeforeFadeIn()
{
  cSailor2.FaceLocation(170, 105);
  }


that actually didn't work. Could someone help me?

EDIT: Any other coordenate works.
#7
Quote from: Mr Matti on Thu 24/09/2009 14:19:20
Look up character.Animate in the manual.

found & Solved. Thanks Matti
#8
Quote from: NsMn on Thu 24/09/2009 13:24:37
There's no such thing, you'll need to make a acostum funtion that calls the animation.

I supposed so. Which function should I use?
#9
Hi all.

I've just started at AGS and I'm a completely noob. I've begun a game and I'm stuck in a script problem.
I've designed many sprites for a "pick up" animation. The main problem is that I just don't know how to
set that animation the standard one to pick up actions.

For example, i want my char to pick up a pillow from a bed. All's ok... the char goes near the bed, the pillow
disappears from room and appears on my inventory. But I want him to stretch the arm to make it a bit more
realistic.

Could someone explain me how can I do it? I'm sure it's pretty simple, but i've searched in many places (even
in this forum) and I haven't found anything.


Thx for the help :)
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