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Messages - eshiel

#1
ha, got it!
apparently the default cursor on the new hotspots was set to interact rather than look, which is why they weren't coming up. all good now!
#2
Unless I'm misunderstanding you, I do have them linked there?

Here's hNotepad to show my hotspot properties (all of them are set up this way, including the ones that work):
#3
i'm running into a couple of problems.

1) So originally, I had a handful of hotspots with Look interactions that worked fine. I tried to add some objects but ultimately decided I didn't need them as I'm not utilizing any inventory system, removed them from the room/script, and switched to putting them in as hotspots drawn into the background (since the only thing I need from them is the "look" function with displaying some flavor text). But now only a handful of them will work.  Specifically, the first 4 work fine, and all after that don't? I'm not sure if I'm hitting some hotspot limit there or not. Here's my code (don't mind my filler text):
Code: ags

function hStank_Look()
{
 Display ("this is text i cant believe im redoing this");
 gSaveGame.Visible = true;
}


function hBrochure_Look()
{
 Display ("hi");
}

function hNet_Look()
{
 Display("hi again");
}

function hDress_Look()
{
 Display ("boo");
}

function hTank_Look()
{
 Display("BIG TANK");
}


function hNotepad_Look()
{
 Display("stuff here");
}


function hPic_Look()
{
 Display ("pic");
 
 }

function hBooks_Look()
{
 Display("boo");
}


function hBox_Look()
{
 Display("nothing");

}

function hScepter_Look()
{
 Display("who knows");
}


I also have a code running to make the cursor switch automatically when hovering over hotspots in repeatedly_execute-
Code: ags

  int mm = mouse.Mode;
  int nm;  // new mode
  Hotspot*h;
  Object*o;
 int lt = GetLocationType(mouse.x, mouse.y); // what's under the cursor?
 
  if (mm != eModeUseinv) {
  if (lt == eLocationNothing) nm = eModeWalkto;
  if (lt == eLocationHotspot) {
        h = Hotspot.GetAtScreenXY(mouse.x, mouse.y);
        nm = h.GetProperty("def_curs");
    }
        if (lt == eLocationObject) {
        o = Object.GetAtScreenXY(mouse.x, mouse.y);
        nm = o.GetProperty("def_curs");
    }
     if (lt == eLocationCharacter) {
  nm = eModeTalkto;
  }


2) I'm using Sierra-style with background for dialogue, however I have one line that's set to lucasarts using speech.style=eSpeechLucasArts; - however, her talksprite keeps popping up in the middle of her text anyway. i didn't think talksprites displayed with lucasarts style, so maybe that's just a misunderstanding of the functionality on my part, but is there a way to temporarily disable her talk sprite?
(you can see why it's a little awkward: )
ha! nevermind, got it, sorry!
thanks,
-e


#4
thank you so much! i have it working now :)

the manual is a little dense/hard for me to process so I thank you for the links/code example.
#5
yup, that was it, thanks so much!

edit: alright, I don't want to doublepost, so I'll add this question in here:

So I'm trying to set up a little back and forth between two characters that uses the player character as the messenger, so to speak.
Ideally, it'd go like this:


Character A: If you see Character B, tell them I want to talk to them.

Character B: [if you haven't talked to Character A] oh hi
Character B: [if you HAVE talked to Char A] Did I do something wrong?

Character A: [If you talked to Character B]: Why would they think that?

two catches: I'm trying to run the player character as silent, which I've been doing so far by writing dialogue with blank option 1 (so they're just talked at), as I don't need choices/dialogue trees. But HasOptionBeenChosen would require me to have an option in that case, so..
the second catch - in an even more IDEAL situation I would like Character A to have a make player character option become available, but AFTER that A/B exchange. (And piggybacking onto that, because I've been checking the manual but haven't been able to find it-- would it be possible to set that up as a dialogue choice, like "Become Character A?" in order to trigger the switch?)

Thanks,
-e
#6
Hey all,

I feel a bit silly about this but I'm trying to set the STATUSLINE GUI to popup modal, but I don't have that option under visibility?
Here are the choices I have:

I want to disable the GUI and script the cursor to change automatically.
Thanks,
-e
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