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 - d.n.d.r.

#1
That was the problem, now it works.

But i don't understand why rooms from 1 to 235 works perfectly without halving the coordinates and it makes no difference where and what size walkableareas are.

But anyway thank you for help and please visit the homepage.

#2
I check the settings and it is true.

I made little test in false setting in room 1 and that was no good. Character didn't walk at all even it was in walkable area.

Is it possible that characters are somehow offscreen. Room 236 starts whith conversation and the wait cursor works even the is no character view and no conversation text.

The resolution in this game is 800x600.
#3
Coordinates are ok. No problem there and there is no walkbehinds.

Characters are in the right room if i don't use coordinates and i check it with  Display("EGO is in room %d.", cEgo.Room);

There is another thing.

In room 236 i have two exits up and down. When i use PlaceOnWalkableArea script and try to move characters up they walk down. It doesn't matter where i put walk coordinates.
#4
Problem is this.

Two characters and two rooms 223 and 236.

When i use this script:

cJoy2.ChangeRoom(236) ;
cEgo2.ChangeRoom(236) ;

Characters changes room and they really are there.

When i use this script:

cJoy2.ChangeRoom(236, 314, 472) ;
cEgo2.ChangeRoom(236, 491, 472) ;

Characters disappeard. I deleted room 236 and made a new one but still don't work.
I changed script that characters moves from room 222 to room 236. Still don't work.
Then i try to use PlaceOnWalkableArea script. That works but because i need those characters to be in certain place i can't use it. I also changed from 32 bit colours to 16 bit colours and still don't work. Same problem is in every room from 236 and up.

So ChangeRoom works if i don't use coordinates.

How can i make this work?

SMF spam blocked by CleanTalk