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Messages - Scoville

#1
My problem is that I do not know how to code something to happen when the GUI opens. The default global script includes a interface_click function, but no interface open function.
#2
By default AGS switches the mouse over to the pointer cursor when you bring up a popup GUI at the top of the screen. How can I change this so the mouse stays on the current cursor. I tried disabling cursor mode 6 on start up of the game, but that doesn't work.
#3
Thanks. The answer is so simple, yet the help files and knowledge database don't mention it at all...
#4
Beginners' Technical Questions / Replay Files
Tue 27/07/2004 06:10:22
So how does one go about playing those .AGR files that replay movies are saved in?
#5
Thanks. I did have the files named music1.wav, music2, and so on.  Playing the music as a sound effect wouldn't work, though, because the music wouldn't loop that way.

It's no big deal that wavs don't work. I was planning on converting to OGG eventually, I just don't have the program for it yet, and wanted to test the music before bother with downloading it and compressing the files.
#6
I've put a few music files into my game, but they won't play. The files are all labeled "musicx.wav" (I have also tried "Musicx.wav" and "MUSICx.wav" but those didn't work either). They are all located in the ags/game/ directory. The problem seems to be that no .vox file is created when I tell AGS to do so. No such file is in the compiled directory, and if I put a script in to check if a music.vox file is found, the game says it is not.

Whenever I add a new music file, AGS asks if I want to recreate the VOX file, I say yes, but still no file is made. If I hit recompile VOX files, still nothing happens. I am using the play music on room entry check box to play the music. Any suggestions?
#7
Importing/exporting fixed it! Thanks!
#8
I made a variable using the drop down menu commands, but I need to access it in the script in a couple places. The variable name is GUNdistract, so I typed "GUNdistract = 1;" in the spot it should fit in the script, but when I save I get an error saying they don't know what GUNdistract is. This happens if I make it a global variable or local to a room. I tried declaring the variable in the global script as well, and that didn't work either. Any suggestions?
#9
You can use the "run-script x" command in a dialogue, which allows you to run a global script. In that global script you can use any scripting command you normally could, including NewRoomEx.
#10
Thanks! I tried what you suggested, and it fixed everything.

As for your problem, all I can think of is that you might have shrunk the parameters of the window that actually displays the items to the point where it was smaller than a single item.

I had the inset as black in the default inventory screen. I too can't change the custom one.  Sorry.
#11
Okay, so I've made several changes to the STATUS and ICONBAR GUI's, and those have all worked. But any changes I make to the default INVENTORY GUI (such as changing the look and select buttons' pictures or altering the background or foreground color) don't do anything. When I run my game the inventory screen looks the same as always. This wouldn't be too much of a problem, but I'd like the icons in the inventory screen to match those of the iconbar, and worse, the background for the inventory is black, which makes some of my objects incredibly hard to see.

Any idea what I'm doing wrong?
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