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Messages - Adrian

#41
Thanks for replying, Khris.

I see what you're poining at. The way I understood the module, it's obligatory to have it set up upon the template, but I might have understood that wrong. I installed it because I had issues with displaying the VerbCoin on the inventory at all, which seemed to have been fixed by the module. I'll uninstall the module and see how far I get with the template. Maybe the whole VerbCoin-on-inventory-idea is to risky for me.

Thank you!
#42
Hello,

In my game I’m using the VerbCoin Template and the Verbcoin module version 1.1 by monkey_05_06 in addition. My AGS version is 3.2.0.

I’d like to use the VerbCoin on the inventory items the same way as on objects, hotspots etc., which seems to be a bit difficult with the VerbCoin template and/or module.

Everytime I keep the mouse button pressed over an inventory item the VerbCoin appears. But when I select one of my default VerbCoin button look/talk/interact the game tries to use the item on itself and displays the message “Cannot use book on book” (for example) and the cursor automatically changes to the item’s sprite, which is not what I want when using the VerbCoin on an item.

Here’s what would be perfect:
1.   A single short click on an inventory item makes the cursor the active item as usual.
2.   A continuous click on an inventory item opens the VerbCoin to use the VerbCoin buttons on the item like on objects, hotspots etc.

Is this possible at all without extensive changes in script? Or would it be better to refuse using the VerbCoin in inventory at all and only have option No. 1?
#43
Thank you, geork!

With your method there's no error message any more and the game works accurately.

But is there a way to automatically include the items name or description in the property, to make them less generic, like "Propery Custom_look: 'Look at %item description%'" for example?

Thanks again for helping me with this!
#44
Hello everyone,

I have several problems with the AGS buit-in VerbCoin Template which I will explain in seperate posts. Here's the first  one:

When I open the inventory window and execute an action (look/talk/interact) on an inventory item, I get an error message: Error running function 'repeatedly_execute': Error: Null string referenced"



I searched the forum and found similar threads, like these:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=45162.msg605432#msg605432
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=41115.msg544337#msg544337
but I think my problem is still a bit different.

I use the Verbcoin module version 1.1 by monkey_05_06 in addition and did not change any code. My AGS version is 3.2.0.

The error already occurs when I hover the mouse over the inventory item before having the chance to release the mouse button. The error does NOT occur when I put any strings in the inventory item's custom properties "Custom_Interact", "Custom_Look" and "Custom_Talk". But I don't want to fill in custom properties for every single invertory item. So there seems to be a problem with the default values for inventory items or something.

Does anyone know how this could be fixed?
#45
Thank you, Khris. Now it works as it should!
#46
Hi !!

I'm making sort of a tile puzzle with 16 objects which have to be placed in certain coordinates in a random order before fadein. For help with the random order of the tiles I found this thread, where Lt. Smash provided some code:

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=35405.msg463913#msg463913

I put the code in the script header and in the main script but I keep getting this message:

QuoteVariable '::' is already defined

Can anybody tell me what could be wrong?

Thanks!


my scripts:

in GlobalScript.ash:
Code: ags

struct coordinates
{
  int x;
  int y;
  bool used;
};
import coordinates Point[15];


struct mem //in that struct you can add your functions for pair checking etc.
{
  import void mix();
};
import mem Memory;


in GlobalScript.asc:
Code: ags

coordinates Point[15];
export Point;


mem Memory; //on top
export Memory;

mem::mix()
{
  int i;
  while (i < 15) { //reseting memory
    Point[i].used = false;
    i++;
  }
  i = 0;
  int pos;
  while (i < 15) { //mixing the tiles
    pos = Random (15-1);
    if (!Point[pos].used)
    {
      Point[pos].used = true;
      object[i].SetPosition(Point[pos].x, Point[pos].y);
      i++;
    }
  }
}


in room_Load:
Code: ags

Point[0].x = 60;
Point[0].y = 50;
Point[1].x = 110;
Point[1].y = 50;
Point[2].x = 160;
Point[2].y = 50;
Point[3].x = 210;
Point[3].y = 50;
Point[4].x = 60;
Point[4].y = 100;
Point[5].x = 110;
Point[5].y = 100;
Point[6].x = 160;
Point[6].y = 100;
Point[7].x = 210;
Point[7].y = 100;
Point[8].x = 60;
Point[8].y = 150;
Point[9].x = 110;
Point[9].y = 150;
Point[10].x = 160;
Point[10].y = 150;
Point[11].x = 210;
Point[11].y = 150;
Point[12].x = 60;
Point[12].y = 200;
Point[13].x = 110;
Point[13].y = 200;
Point[14].x = 160;
Point[14].y = 200;
Point[15].x = 210;
Point[15].y = 200;
  
Memory.mix();
#47
My vote goes to Number 1. And thanks to AnasAbdin for being a great host!  :D
#48
Clark Tennant watched the computer execute its final move on the display of the virtual chess board: lost again! For eighteen years he had been trying to beat that machine and never won a single game. „Why am I doing this?“, he asked himself while recapitulating the last moves he did before losing his second bishop and by this losing every hope to win. He knew why. It was because of the fear he had since he was a little boy and his father showed him the endless emptyness of space from inside the ship's panorama deck. From that moment on Clark had the feeling of being lost forever. Playing endless chess games against the computer whithout having a chance to win at least made him feel less lonely.
The buzzing sound from the computer terminal finally brought him back to reality. He turned to the display and read the flashing words „approaching object“. Focussing the laser periscope he saw a small something floating in space, no indication of life or drive mechanisms, but definitely artificial. He instructed the computer to render a high definition picture of the object and returned back to his thoughts. He was born on this ship. His father was a distributer for spices from GJ 1214b, 42 light years away from earth. But it took him so long to get there and back again, that he was afraid his son would never see anything else but this ship and the stars around. So he made a decision: spending months on calculating a new route to GJ 1214b he finally found a track that would lead them along a row of high gravity stars which could accelerate the ship above light speed and shorten the journey down to only 25 years. After twelve years Clark's father died and Clark himself was now the one to bring the ship to GJ 1214b.
Again the bleeping noise pulled him out of his memories. The picture of the unknown object was completed. Clark faced the monitor and was struck for a second. That little thing out there, the first object made by some sort of intelligent creatures he had seen for years, turned out to be the first interplanetary signboard at the outer rim of the solar system, placed there by his ancestors hundreds of years ago. Only seconds later he became aware of what had happened. The gravity of the solar path to GJ 1214b accelerated the ship above light speed just as his father had predicted, but what he didn't think of was that by this the space around the ship was marginally bent into an angle which the computer couldn't recognize. 25 years they were traveling a closed curve!
Clark sat down and closed his eyes: he was back at earth!


x2
#49
Of course my vote goes to Tabata, too. This little piece of art is totally inspiring! :-)
#50
After doomsday I suppose nearly everything to be contaminated by nuclear wars or alien attacks. So everybody should carry something to check water for contagion.
This is a very useful tool. You insert a drop of water into the sensor and you'll be told immediately if it is clear, contaminated or even radioactive. Plus it has a bottle opener attached to it and you can carry it around your neck as a necklace.


x2
#51
Hm, at first sight I can see no reason why only 4 points are added instead of 5. But in my opinion you don't need the first part of the script at all, where you check repeatedly if an object is visible and then add points. You can simply put the addition in the second part where you check for collision. Something like this:

Code: ags

if (cspit.PPCollidesWithO(obottle1))
  
  {  

   aBOTTLE_SMASH3.Play();
   aCheer.Play();
   object[11].Visible=true;
   object[0].SetView(7, 0);
   object[0].Animate(0, 4, eRepeat, eNoBlock);
   cspit.Move(cspit.x + 0, cspit.y + 120, eNoBlock, eWalkableAreas);
   cspit.FollowCharacter(cEgo, FOLLOW_EXACTLY);

   if (Game.DoOnceOnly("bottle1b"))
{
    Points=(Points +1);
  
}
}

Comment out the first part of the script and add the "Points +1" part to the collision checks. Maybe this will do the trick.

Also note that when you set up the timer in the third part of the script, int ran=Random(2); will create a random number from 0 to 2, which means 0, 1 or 2. So this line:
else if (ran == 3)
will never be true.

Oh, and please don't double post.
#52
Here are the results for the NASTY ELVES SPRITE JAM:

first place: Mad with 2 votes

second place: Cleanic with 1 vote


Congratulations to Mad and thanks to both of you for entering!  ;D
Mad, you'll be the host of the next SPRITE JAM.

See you around, fellows.
#53
I guess there will be no more entries to that round of the game, so Cleanic and Mad: thank you for your great elves!!!!  ;D

Voting is open until monday 5th and of course everyone is allowed to vote. So haste to the polling booth!!!!
#54
Hard decision! My vote goes to Darkdan for that cute old digger. I love the expression in his face!
#55
Due to server problems a few days ago I expanded the deadline to December 2nd.
Voting starts at December 3rd.
#56
This is the ultimate 19th century wild west winchester docking station for cowboys and union officers.
Fits donkeys and mid-sized horses.



x2
#57
By default int lamp_click starts at 0.

You need one setting for each color of your lamp:
lamp off: lamp_click = 0
lamp first color: lamp_click = 1
lamp second color: lamp_click = 2

Everytime the function is called, lamp_click increases by 1, so at some point you have to put it back to 0, which is in the last else condition. When the function is called again afterwards, lamp_click will be set to 1 again and the whole cycle starts over again as wanted.

By the way, you can set back the tint of an object just by calling oSLamp1.RemoveTint();

Try this:
Code: ags

function SLamp1_Interact()
{
  aClick.Play();
  
  lamp_click++;
  
  if (lamp_click == 1) {
  	oSLamp1.Tint(0, 250, 0, 30, 100);
  }
 
  else if (lamp_click == 2) {
  	oSLamp1.Tint(250, 0, 0, 30, 100);
  }
 
  else {
  	oSLamp1.Tint(0, 0, 250, 30, 100);
	lamp_click = 0;
  }
}


#58
Now that the forums are up again we can start the next SPRITE JAM! I know everybody here is busy with baking cakes and other tasty delicacies, so let's dive into the spirit of the holidays. Christmas time is comming soon and it's time to mess around with it a little bit!  ;D

Everyone knows Santa's little fellows who help him getting his presents wrapped neat and tidy year after year. But are these little elves really happy with their jobs and lives?? Imagine an elf (or two or three) being really pissed off.

Here's the topic: Draw an elf that really goes MAD! Use all your imagination to show us how dreadful or nasty or depressed or freaked out an elf can really look.

There are no limits for colors, size etc. Sprites must be AGS compatible.

Deadline is the 2nd of December.

Trophies:
first
second

Let's start!
#59
This was a lot of fun again!  :D
Thanks to Tabata for hosting so passionate and congratulations to Camden and Darkdan.
#60
Oh, and thank you for the little fliegenpilz souvenir, Tabata! I hope all participants will adopt it!  ;D
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