Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - andrea

#1
Lets suppose I finished a game. How do I get the game to stop, when it is playerd through and return to windows?
#2
AHA! Might be a walkable area problem. I'll check that. Thanks!
#3
I've got a problem. A Character (a girl sitting on the bed) is supposed to "hop aside" when a certain item is used on her.
I used the Move Character action in the interaction editor. But it simply does not work. What could I have possibly done wrong?! ???
#4
I need help with dialogs!
how do i turn of one dialog option of a different topic?

(Once my character has reached a certain point in the dialog tree and got a certain information, I want a big part of the tree to disappear forever)
#5
hi. another problem.

I'm trying to make a remote control for changing tv programs in my game.
I already made a gui with some buttons (each button is supposed to change to a different program). I also made some tv programs (i use characters who are supposed to appear/disappear in the tv by using the gui buttons).
now i reached my limits and have no idea how (where?) to connect the gui buttons with the tv programs!
#6
sorry but i still don't get it. could somebody give me an example what exactly i have to put where exactly?
I'm not really into scripting...
#7
hi

i'd like my cursor to change color, whenever it is over a hotspot or an object and change back to normal, when it is not. how do i do that?
#8
wow. fast answer. and it works.

thanks!
#9
Beginners' Technical Questions / inventory gui
Sun 29/08/2004 14:29:16
Hi there,

I've got a problem with my inventory gui. My inventory gui pops up and closes on right mouse click. that's a good thing. the problem is, my left mouse click usually gets my character walking, but when the inventory is open, the character does not walk. I want him to walk or do anything else, whether the inventory is open or not. how can i do that?!

The second problem is, that when one inventory item is selected (item as cursor), there is no way to get rid of it except for closing the inventory (right click) and then another left click. I would like the item to go back into the inventory automatically on left click (to get a normal cursor and then left click used for walking). Can any body help me? This is my on mouse click script:

#sectionstart on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
Ã,  if ((button == RIGHT) && (IsGUIOn(2) ==1)) { // GUI is on so do this
Ã,  Ã,  Ã, GUIOff (2);
Ã,  }
Ã,  if ((button == RIGHT) && (IsGUIOn(1) ==1)) { // GUI is on so do this
Ã,  Ã,  Ã, GUIOff (1);
Ã,  }
Ã,  else if (IsGamePaused() == 1) {
Ã,  Ã,  // Game is paused, so do nothing (ie. don't allow mouse click)
Ã,  }
Ã,  else if (button==LEFT) {
Ã,  Ã,  Ã,  Ã,  Ã,  ProcessClick(mouse.x, mouse.y, GetCursorMode());
Ã,  Ã,  Ã,  Ã,  Ã,  SetCursorMode(MODE_WALK);
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  }
Ã,  else if (button == RIGHT) {
Ã,  Ã,  Ã,  Ã,  Ã,  show_inventory_window(); // will turn on the inventoy window, whenever you right click
Ã,  }
}

#sectionend on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

can anybody help?
#10
I found the mistake myself. it had something to do with some functions that I forgot to load when loading the save/restore gui (does that make sense? I don't mind. it works).

Thanks for your help anyway!
#11
thanks, but now there is an error in my script saying:

"Error(line172): undefined symbol 'ListBoxGetSelected'

maybe i did it wrong.
where do i have to put the

"int Box_Get = ListboxGetSelected(2,1);" ?!

I'm not really into scripting, sorry
#12
Hello,
I wanted a costumized save/restore gui and found the following script. it seems to be right, but won't work in my game: whenever I press the SAVE button in the game, I get the error:
"Error:ListBoxGetItemText: invalid item specified"
can anybody help me?

if (interface == SAVE) {         // if save interface
Ã,  Ã, if (button == 4) {
Ã,  Ã,  Ã,  ListBoxGetItemText(SAVE,1,ListBoxGetSelected(SAVE,1),text);
Ã,  Ã,  Ã,  SetTextBoxText(SAVE,2,text);
Ã,  Ã,  Ã,  index = 21;
Ã,  Ã,  }
Ã,  Ã,  if (button == 2 || button == 4) {
Ã,  Ã,  Ã,  Ã, GetTextBoxText(SAVE,2,text);       // Get the typed text
Ã,  Ã,  Ã,  Ã, if (StrCaseComp(text, "") != 0) {    // If text not empty
Ã,  Ã,  Ã,  Ã,  Ã,  InterfaceOff(SAVE);         // Close interface
Ã,  Ã,  Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã,  Ã,  Ã,  Ã,  if (index < 20)   {         // if less than 20
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, index = ListBoxGetNumItems(SAVE,1);
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, SaveGameSlot(index+2,text);       // Save game (text as description)
Ã,  Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã,  Ã,  else {               // if saved games are 20
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, index = ListBoxGetSelected(SAVE,1);   // Get the selected save game
Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, SaveGameSlot(savegameindex[index],text);Ã,  // Overwrite the selected game
Ã,  Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  }
Ã,  Ã,  if (button == 0) {
Ã,  Ã,  Ã,  Ã, InterfaceOff(SAVE);         // if cancel is pressed close interface
Ã,  Ã,  Ã,  Ã, SetDefaultCursor();
Ã,  Ã,  }
}

if (interface == LOAD) {
Ã,  Ã, if (button == 0) {             // if cancel is pressed
Ã,  Ã,  Ã,  InterfaceOff(LOAD);      Ã,  Ã,  Ã,  Ã,  // Close interface
Ã,  Ã,  Ã,  SetDefaultCursor();
Ã,  Ã, }
Ã,  Ã, else if (button == 3) {
Ã,  Ã,  Ã,  Ã,  Ã,  Ã, index = ListBoxGetSelected(LOAD,1);   // else get the selected game
Ã,  Ã,  Ã,  Ã,  Ã,  Ã, RestoreGameSlot(savegameindex[index]);    // restore the game
Ã,  Ã, }
}
SMF spam blocked by CleanTalk