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#1
Quote from: Ryan Timothy on Sun 26/02/2012 23:15:01
I don't know anything about Abstauber's module but I do know what your error message is telling you.

If you have a struct and want to have a function work for that struct you import it into the struct (or an extender method).

Code: ags

struct CustomDialogGui
{
  //some variables are defined here
  
  import init(); //this is where it imports that function you're describing
};


If you've removed the line "import init();" or renamed it, your error message would be: 'CustomDialogGui' does not contain a function for init


This function:
Code: ags

function CustomDialogGui::init() 
{
  //etc..
}


Means that this function belongs within the struct CustomDialogGui. Hence the CustomDialogGui::init

The function works like so
customDialogGui.init();


Basically just like all the Character.Say  Character.Walk  functions that come with AGS. These are all functions within the Character struct.

Thanks Ryan

I fooled with this yesterday until I was crosseyed, finally had to take a break. I'm gonna look at it again and see what happened to the input.

I worked with the Make New Text GUI some as well but all I get is one box (not eight) and when I upload my custom box border it displays wrong and has big black arrows all over it. Anybody know what I am doing wrong  with this particular piece of editing.
#2
 ???

I recently downloaded the CustomDialogGui module from Abstauber and I cannot find the solution for this problem.

I have searched everywhere I can think of, trying every keyword and resource I can find, including the posts in Abstauber's thread. I have tried attempting to correct it by defining it as a function, as a global GUI* variable and as a seperate function that calls the module script. I am completely stuck with this one.

What I am getting is an error message saying that 'CustomDialogGui' does not contain a function for init

Here is the secton of code being flagged


function CustomDialogGui::init() {
 
 // whether it's a text or an icon based GUI
 // valid values are: eTextMode and eIconMode
 this.gui_type      = eTextMode;
 // Top-Left corner of the Dialog GUI
 this.gui_xpos        = 20;
 this.gui_ypos        = 20;
 this.gui_stays_centered_x = false;
 this.gui_stays_centered_y = false;

I have also tried moving the bracket to its standard position and deleting the ::init but these do not work either.

Also, I have read the Wiki page on Text Window - Customized but it is not very clear on the path to use as far as can I create the pieces in Paint, what file type or where would I import them to ??? within AGS in order to use them as a GUI. It says to assign each image to a gui button and presto but the only GUI window I can open in the editor does not have any of these options.

Is there a proper set of instructions for doing this that I have missed as all I really want to do for the moment is create a custom design for the border and change the background color for the default text box. I have copies of the large Abstauber script and can work on figuring it out seperately for now. Either way any advice would be a huge help. ???
#3
I recently downloaded the CustomDialogGui module from Abstauber and I cannot find the solution for this problem.

I have searched everywhere I can think of, trying every keyword and resource I can find, including the posts in Abstauber's thread. I have tried attempting to correct it by defining it as a function, as a global GUI* variable and as a seperate function that calls the module script. I am completely stuck with this one.

What I am getting is an error message saying that 'CustomDialogGui' does not contain a function for init

Here is the secton of code being flagged


function CustomDialogGui::init() {
 
  // whether it's a text or an icon based GUI
  // valid values are: eTextMode and eIconMode
  this.gui_type      = eTextMode;
  // Top-Left corner of the Dialog GUI
  this.gui_xpos        = 20;
  this.gui_ypos        = 20;
  this.gui_stays_centered_x = false;
  this.gui_stays_centered_y = false;

I have also tried moving the bracket to its standard position and deleting the ::init but these do not work either.

Also, I have read the Wiki page on Text Window - Customized but it is not very clear on the path to use as far as can I create the pieces in Paint, what file type or where would I import them to ??? within AGS in order to use them as a GUI. It says to assign each image to a gui button and presto but the only GUI window I can open in the editor does not have any of these options.

Is there a proper set of instructions for doing this that I have missed as all I really want to do for the moment is create a custom design for the border and change the background color for the default text box. I have copies of the large Abstauber script and can work on figuring it out seperately for now. Either way any advice would be a huge help.
#4
I am sorry that you feel I am breaking rules but if one cannot ask a simple question, whether they know the answer or simply want confirmation, on a forum then the forum is pointless and driven by self important ideals.

This is the trend with most forums, you don't have to be a troublemaker, just ask a question. My questions were rather simple and I am sure no one that answered had to dig up any encyclopedias to reply to my post.

Believe me, when I posted a question I was constantly working on five other areas simultaneously, so no I was not being lazy. I apologize for using you and your forum and from now on I will certainly refrain from doing so.

A word in closing, I have a very capable mind and I am quite able to learn anything on my own. It would be nice sometimes to have the help of an experienced community to streamline the process but I guess that is not to be.

Thanks
Draft
#5
Quote from: Khris on Sat 18/02/2012 13:23:59
You're clearly projecting your unjustified entitlement onto me.
I'm not young, I don't aspire to be a cop and my job doesn't revolve around the web either.

You are breaking forum rules, it's as simple as that. I don't care about your excuses.
I get that one post full of avoidable newbie questions won't completely ruin these forums, my point is that you don't get special treatment just because you whined about having a full workday.

But since I'm not a mod, all I can do is point out why I think what you do is obnoxious. So by all means, go ahead.

First of all I would like for you to be very clear on how it is that I am breaking forum rules. Secondly I have asked for zero special treatment, you have tagged me with that, I have the same questions as a lot of other users and use the forums to find those answers. Your telling me that this is lazy, I ask you how. If I chose to look up a topic on the web and post in their forum instead of going to the library and that is wrong then please explain to me exactly how a forum is used and what the point is. I must have missed something.

I am not abusing this forum or breaking any rules, I am simply utilizing it for the tool that it is (This is the Beginners Tech Forum last time I checked) and I can clearly see that the board is full of posts that I am quite sure can be looked up via any number of the vasat resources available here at AGS, so I ask you again God how I am wrong!

If all you want to do is argue then choose someone else's post (there are plenty), I would prefer to be constructive on this one and heaven forbid you ever do become a mod, you sound like the Mod Nazis on in-game chats.

Draft
#6
Quote from: RickJ on Sat 18/02/2012 06:53:01
Welcome Draft. 

Your questions are concise and well stated making it easier for people to help you.  Other newcommers could learn from your example.   

As GrimReapYou says it's common and acceptable practice here to start new threads for new and/or unrelated questions, so please feel free to do so when you feel it's appropriate.

Thanks Rick

I understand completely what you and Grim are saying but in my experience with countless forums this is what ususally happens.  Once I start to make multiple threads and folks see my name on the boards in connection with these I start getting multiple replies like the one here from Khris and that is just completely unproductive.

By using one thread, I can insert a new question as it pops up without provoking a whole slew of time-wasting, user-bashing replies that serve absolutely no purpose at all except to make someone else feel important or superior. Even with this method I still get some but believe me it is horrible when using multiple threads and I really do budget my time to be as productive as possible.

What kills me about folks like Khris is that no matter how technical or forum oriented the questions or response may be they are always looking for a way to say you are misusing the boards. In the "Read Me" post of this forum I believe the underlying statement is not to clutter up the forum with junk and/or  repeatedly petty issues and I try to respect that by keeping my posts limited to just one thread. I am new to AGS (having worked with text editors prior to this) so my questions may seem newbie, little, small or simple to some but I believe ultimately that is what these forums are for, in essence a place to seek help or talk about issues.

I apologize Rick, sounds like I am ranting to Khris and I don't wish to do so. Thanks for your response and hope to talk AGS with you again.

Draft

#7
Quote from: Khris on Sat 18/02/2012 08:24:53
Hi, this is the police.
Don't start new threads asking about stuff that's explained in the manual.

The tech forums aren't a replacement for the available resources; they are meant to be used when those are exhausted. So better stick to this thread if you don't have time to get your own answers. (Which to me, is lazy, no matter if you work 95+ hours in a coal mine.)

It is actually replies like this one, full of self, that clog up the threads on every forum around the world.

Again I thanked you for your help but you did not pay attention to my reply at all. I do not make any other threads, this one is it and if you think I am being lazy for utilizing an available resource (since thats what a forum is in its basic sense, if it was a chat room it would have been called a chat room) you are sadly mistaken. I spend every waking hour away from work researching what I need to write, edit and learn the things I need for my web projects.

I would dare say you have more available time at the keyboard than I do in order to justify this poor position. My best guesses are 1-You are young, either in school of some sort or working a non-skilled job and your world revolves around the web, 2-Your work is already web based and allows for more free time (I am a welder/fabricator in one of the most industrial cities in the US) or 3-You aspire to being a cop because your remarks are certainly atypical of that profession.

Once again, I thank you for your help and advice but please do not post this non-sense on my thread, its just a waste of your time and my time to have to deal with these pointless posts.

Draft



#8
Quote from: GrimReapYou on Sat 18/02/2012 03:26:59
Well, its not such a bad thing to make multiple subjects, as long as your specific about the issue.
It gives yourself and future users something to search for when encountering the same or similar problems :)

Agreed but if they click on the "Search In Text" option when setting up the search my posts will come up regardless of the title, unless they are manually searching every page. It also prevents me from getting replies on how I should have looked for similar posts first instead of making new threads or I shoud have posted in a different forum.

In my experience with forums there is always a crowd that wants to police the methods of every user so my answer is one thread with a periodically updated post. It doesn't get any simpler than that.

Draft
#9
Quote from: Khris on Fri 17/02/2012 13:11:27
Right click the GUI node and select "New Text Window GUI".
Set the button pictures to your corner/edge images.

Also, the order usually is 1. check available resources 2. post for help ;)

Thank you, I sincerely appreciate the help.

I do check resources as often as possible. In addition to starting a new project here at AGS I also manage all of the admin and write all of the material for a graphic text adventure I run on a personal website, along with working 65+ hours per week at my job.

This is why I run a continuos post here to speed up problem solving with limited time. I do not run multiple threads out of respect for the forums, I simply change the title of my one post to seek help in a new direction.

Thanks again for everyones help thus far.

Draft
#10
My new question (I never run out of questions, inherent issue with me).

I would like to make the box that appears with text/dialogue look better, a plain white box is gruesome.

I am thinking I can add graphics like background color and borders but I have not gotten that far in manuals yet. Thought I would throw it out there for some ideas.

Thanks
#11
Quote from: NickyNyce on Thu 16/02/2012 13:40:46
I could be wrong here, I'm not sure what version you're using, but try..

Player.Walk(300, 300, eBlock, eWalkableAreas);
Change the coordinates to what you need. This should force the character to walk to the coordinates first due to you using eBlock.

Thank you for the help. I will try this out tonight and let you know how it worked

I put this in the script and it worked beautifully.
Thanks again for the help.
#12
Quote from: NickyNyce on Wed 15/02/2012 12:11:32
Are you sure your character is on a walkable area?

If it isn't, the next line of code will run instead. Check and make sure that you have drawn your walkable area and make sure your character is standing on it.

Yes, my character is on the walkable area and I made sure all the Walk To co-ordinates are within walkable areas. I have tried to enter the command in every way I can concieve of and it just will not work properly. The character can click on the hotspot from anywhere and recieve the "Look" message but will not walk to the co-ordinates stated first. Sometimes the character will walk there after the text is displayed and then clicked off of. I tried scripting the co-ords in front of and behind the Display function but neither of these attempts worked either. At a loss.
#13
I really appreciate all the help so far.

My new question is this. No matter how I try to script Walk to for hotspots, whether in the properties box, in the script itself or both the player just will nt walk to the spot first before displaying any text. How do I get this to function correctly? It looks kind of odd to click on something from the other side of the room and get a response.

Thanks
Draft
#14
Quote from: Mouth for war on Mon 13/02/2012 18:34:50
You need to set the "UseContinousscaling" to True then you just change the values...at the bottom of the screen you might want the character to be at his default size so set it to 100 and if he reaches the top of the screen set it to...80 or whatever...depends on how far he can walk on that screen :)

Thanks for the help, I will look at that now.
#15
Quote from: Khris on Sun 12/02/2012 08:05:43
The Search link is at the top, below the date.

In order to use music, import it in the Audio pane. (Right-click the Music folder, choose "Add audio file(s)...")
Add/edit the room's before fadein event (function is room_Load), and use aMusic1.Play().

Not sure what you mean by Save/Load enabled, you can save (almost) anytime by default.

As for your code, remove the first "=" and the "x" and "y" in the WalkTo command parameters.

Thanks for the help with music files and the search bar. I was looking for a type box and missed the link.

My bad, its not Save/Load, must have been tired that evening. I will need to be able to choose which rooms I want the player's character to be visible and usable in and that is actually ShowPlayerCharacter under settings.

Since I am already typing here I am wondering if I can open the animated character file that came with the downlaod and simply alter the characters shape, size and clothing for use as varous characters within my game? This would save time compared to creating new animations for new characters.

Also the character seems to get bigger as it goes back (up) in the scene. Is there a way to reverse this?



#16
I want to say that I think this is a very well designed editor for those with an idea but no coding experience. It includes options for the writer that have been overlooked or over complicated by creators of similar programs. With that said I have come across one question and with hundreds of posts and no search bar that I can find I decided to create this post.

I want to add music to my game and I definetly want to use the Save Load Enabled option but neither of these appear in my room properties list (I am viewing this from nothing). Instead I have Background Animation Delay and Legacy Music Volume Adjust under settings.

How do I find these two options and put them to use. As for music I suspect I will have to store the files and then upload to the editor but where in the editor.

I have not read all of the resources available yet, I am going through them one by one. I did notice that I can't set a Walk To co-ordinate for interacting with an object in the same way as Hotspots so I added this to the beginning of the _Interact function in script

function opickaxe_Interact()
={
   player.WalkTo(x307, y307);
   opickaxe.Visible = false;
   player.AddInventory(ipickaxe);
   Display("You find a pickaxe forgotten by the cemetery's groundskeeper.");
   GiveScore(10);
  }

This made more sense than having two scripts (the other being Look At) that esentially say the same thing and having a Hotspot laid over the object. What do you all think and is this the simplest way to do it.
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