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Messages - ktalebian

#1
Hi
thx for the reply.
Yes, I did check that out in the manuel, but the thing is that I want to do this inside the conversation script. There is no such thing in the conversation script (by conversation script I mean the dialog script, where you select the options, and the response.

thx again in advance
#2
Beginners' Technical Questions / Run Dialog?
Wed 27/12/2006 04:25:32
Hey, how do I run a dialog using the Script? What is the function for it?
RunDialog() does not work
#3
Beginners' Technical Questions / Checking item
Wed 27/12/2006 03:03:39
Hi! How can I check to see if the player has  an item? I want to buy something in the game, and in the dialog, if the person has something, then they can buy the thing!
How can I do that?
thank you

also, can I set a variable in the conversation?
#4
Beginners' Technical Questions / Re: GUI Help
Sat 23/12/2006 09:30:47
sorry for all the trouble, but it still did not work. here is my code so far

#sectionstart btnInvChest 
function btnInvChest_Click(GUIControl *control, MouseButton button) {
   if (player.ActiveInventory != null){
     cDummy.AddInventory(player.ActiveInventory);
     player.LoseInventory(player.ActiveInventory);   
      mouse.Mode = eModeInteract;    
      player.ActiveInventory = null;
   }
   else {
      gInventoryfloat.Visible = false;
      mouse.ChangeModeGraphic(eModeUsermode2, inventory[game.inv_activated].Graphic);
    mouse.UseModeGraphic(eModeUsermode2);
      gChest.Visible = true;
  } 
}

#sectionend btnInvChest 

#sectionstart btnInvBack 
function btnInvBack_Click(GUIControl *control, MouseButton button) {
  InventoryItem*Actinv=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
   if (Actinv != null){
     cDummy.LoseInventory(Actinv);
     player.AddInventory(Actinv);   
      mouse.Mode = eModeInteract;    
   }
   else {
      gChest.Visible = false;
      gInventoryfloat.Visible = true;
  } 
}


the first part one is for putting the object in the chest, and second one is for returning.
#5
Beginners' Technical Questions / Re: GUI Help
Thu 21/12/2006 19:09:13
Thanks for the replay. I'm still getting the same error. here is my code

function btnInvBack_Click(GUIControl *control, MouseButton button) {
  InventoryItem*Actinv=InventoryItem.GetAtScreenXY(mouse.x, mouse.y);
   if (Actinv != null){  // To see if the character wants to move an object or to just change screen
     cDummy.LoseInventory(Actinv);
     player.AddInventory(Actinv);   
     mouse.Mode = eModeInteract;    
   }
   else {
     gChest.Visible = false;
     gInventoryfloat.Visible = true;
  } 
}
#6
I know that! But I wanted to use the global messages. Like, when the character interacts with something that would not do anything, u would put some different things that he can say and randomly select one. And if I want to change the sayings, all I have to do is to change the global messages. But if I use character.say(), then it would not be universal!
#7
Hi
How can I make the global messages look like someone's line? Because when I run a global message, it shows it in the white background! I want it to look like as if it is being said by that character.
thx
#8
Beginners' Technical Questions / Re: GUI Help
Thu 21/12/2006 07:06:53
Hi! Thx for the replay! So that worked! Now the problem is that when  want to do the reverse, I mean when I want to take the thing from the second inventory and put it back to the original inventory, it gives me an error. It says that the player does not have that item! It's because the item is now in the other person's inventory! How can I solve that problem?
#9
Beginners' Technical Questions / GUI Help
Wed 20/12/2006 06:15:46
Hi, I am making two inventories. One is the main one, where the objects go when you pick them. For the other one, I want the user to be able to put the objects the he has in it.
What I dont know how to do, are
a) How do I get the ID of the item? I mean, how to I get the id of the ActiveInventory, so that I can take it off the main inventory.
b) How do I add it to an inventory? Because right now when I pick up an object, it goes into both inventories!
Thank You
#10
Hey
I use this
character[8].FollowCharacter(6, 5);
for character follow; but I get this error:
Type Dismatched: Cannot convert 'int' to 'Character*'
why?
thx
#11
This, manual! It's so hard to find something on it! And the manual that comes with the program, it says it cannot connect to the internet! So I can't use it!
#12
thxx! Now lets say the beginning scene happens in in three different rooms! What do I do then?
#13
Heeey
how do I make a beginning scene and cut scenes? Thank you
#14
yeaah, it works noww, thxx to everyone!
#15
Well, I am learning, as I go on! :D
btw, where can I find the list of all these functions? I went to that manual site (But the things are not in alphabatical order!), and my F1 does not work for some reasons!

For example, this repeated thing, how exatly is it used?
#16
Thanks, there is one tiny problem. And that is that IsTimerExpired is used to see whether the time has expired, but that will only load once! You know what I mean? I want the timer to be checked continously, so basically, I have a given amount of time to do something!
#17
Hey, is there such thing as temp variable? So that after 10 seconds, for example, it expires, and once it does, something happens?
#18
Beginners' Technical Questions / Manual
Sat 25/02/2006 03:23:45
Hey
Where is this manual of all scripts? I can't find it! :D
thx!
#19
oook, thx to everyone.
Also, monkey_05_06, I still don't know how to use your program!
#20
Ok, thx
also, for the run-script thing, this has to happen in different rooms. So I had for example:

#sectionstart character4_a  // DO NOT EDIT OR REMOVE THIS LINE
function character4_a() {
  // script for Character 4 (Michael): Use inventory on character
 
if (GetGraphicalVariable("michael-speak") == 1){
if (player.ActiveInventory == inventory[3]){ 
DisplayMessage(11);
DisplayMessage(12);
player.LoseInventory(inventory[3]);
SetGraphicalVariable("compass", 1);
} else {
DisplayMessage(505);

} else {
DisplayMessage(18);
}
}
function dialog_request (int ch4) {
  if (ch4 == 1) {
    SetGraphicalVariable("michael-speak", 2);
  } else if  (ch4 == 2) {
    SetGraphicalVariable("michael-speak", 3);
  }

}
#sectionend character4_a  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart character6_a  // DO NOT EDIT OR REMOVE THIS LINE
function character6_a() {
  // script for Character 4 (Michael): Use inventory on character
function dialog_request (int ch6) {
  if (ch6 == 1) {
    character[CS].Walk(100, 183, eBlock);
  }

}
#sectionend character6_a  // DO NOT EDIT OR REMOVE THIS LINE

but when I run this, it says that dialog_request (of this line function dialog_request (int ch6) {) already exists! This new character is in another room! What do I do?
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