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Messages - Alen101

#21
Ah I understand now!
I used this:
WeatherModule.SetSprite(1, 2000);
So the first drop of rain (in my case) should be the default character front view of the presseted game.

but i just see blue 1x1 pixels.
What i am doing wrong?
Is there a setting im not putting in?
like for example i found looking on the autocomplete
Weather_sprites.Tint(10, 20, 30, 100, 100);
this should change at least the color of the blue pixel
but nothing happens.
#22
https://www.youtube.com/watch?v=jdOTF_ErXG0&index=27&list=PLymKb1rMLG2ksaBcEdHeyPCntjapFjONxhttps://www.youtube.com/watch?v=jdOTF_ErXG0&index=27&list=PLymKb1rMLG2ksaBcEdHeyPCntjapFjONx

So i got a guy talking continously like in the tutorial from above.
He says 3 diferent lines randomly.
Thats pretty cool, but i need him to shut after the player gives him an item.

So i thougth i could resolve it, but i could not.
Because in the example it wont go to global script,
but in my case as its a character it takes me to global script.
Then i dont know where to put the int, and i cant manage to move on.
Any help would be great!



#23
Beginners' Technical Questions / object loop
Mon 21/12/2015 00:37:08
I have a map of a city and it would be great to put some cars and some clouds in it.
For that i have to make an object to move in a loop for the case of the clouds, and in the case of the cars make them to go from one point of the screen to ohter, then disappear and finally apear again in the first spot.
I cant manage to do it. :(
Any help would be great!!
#24
Im trying to use this module but i want to change the sprite. Instead of a blue pixel, some other sprite.
(Heres is the code im using, its very simple i just want a rain but with my own raindrops.)

Code: ags
WeatherModule.Init(16); // Setup 16 sprites
WeatherModule.Start(-1, 2, false,true,false, 0, 320, 0, 144); // Starts with falling speed 4 and windspeed 1
WeatherModule.SetSprite(Here i dont know what to put to make some other sprite instead of the blue pixel to appear.)


Any ideas?

I downloaded the module and the game and look into the code but it gets complicated,For example he use this
Code: ags
 WeatherModule.SetSprite(i, 9);


So that (i), I dont know what the int slot is.

Ive tryed at least to tint the particles with this but i cant make it work.
Code: ags
Weather_sprites.Tint(0, 0, 10, 100, 100);
#25
It seems to be a cool module, but it gives me an arror in this line:
   LabelDebug.Text = String.Format("transp=%d", c.Transparency);
Any ideas of what could be happening?

Ive downloaded the zip file with the Indy game, then enter the game and export the module Mirror2.0
Then go to my game and import it, i did that because i was not able to find the .scm file.
Maybe some archive in the indy game folder i have to copy to my game folder?
???

#26
Thank you Khris you are the best
Works fine
#27
just one more little question and i promess to leave the subject alone,
how can i use this but just when the player steps on a region?

I have tryed but i cant figure it out, because the random with delay only works on rep exec and region stuff cant go inside the rep exec function since is a function and function inside a function is wrong.

#28
Thank you very much Scavenger this works perfectly!!!
#29
Thank you guys!
This is working fine, just to know, theres a way to delay a little bit the blinking?
#30
Is there a way to animate tint?
I have a character in front of a big tv so it would be cool to have this character with a tint rotation on it.

I have found this, preety cool but it wont work with tint.
Transparency = Random(50);
#31
Thank you very much Snarky you are the best!
This works awesome!!!! Thanks!!!!::-D
#32
Thank you very much Snarky, this works fine,

Yes i really want and need desperately to do this:

"Instead of writing a hundred functions, one for each inventory item, you probably want to use player.ActiveInventory, though."

But i dont know how !
#33
oh! sorry!
Some weeks have passed since i put the first question, and i have forgotten i have already asked!
I will try Snarky's suggestions, thanks! and sorry again.
#34
?????????

Is there an easy way for a player to give an item to another player.
What i need to do is:
Select an item from the inventory of player one,
Then use it on player two,
then, player one loses that item and player two earns it.
#35
                                :confused:???
is there some easy way to make a player give an item to another player?
my game is maniac mansion style, im trying to make the same, as the characters in that game can pass items from one to another.
#36
It worked!!
Thank you very much Khris!!
#37
Sorry guys it was a stupid mistake from my part,

this code is working now:
Code: ags
if(mouse.Mode == eModeWalkto) 
          {
          mouse.Mode = eModeLookat; 
          }


the problem was that i had this: != instead of this ==
really stupid mistake thanks for all the help. and sorry for the stupid question.
#38
Well is not a big problem, just that after i mixed the two objects the mouse cursor changes for the walking cursor, and in the menue the walking cursor is not used, so im trying this not to happen.
#39
im mixing two objects with this code:

Code: ags

function iPilas_UseInv()
{
 if (player.ActiveInventory == iPilas)
  {
  player.Say("Doesnt make sense to use this item on itself.");
  }
  
  if (player.ActiveInventory == iCtrlnopilas)
  {

   player.LoseInventory(iCtrlnopilas);
    player.LoseInventory(iPilas);
    player.AddInventory(iCtrluni); 
      player.Say("Ok the control should be functional now.");
      
          if(mouse.Mode != eModeWalkto) //this attempt doesnt work
          {
          mouse.Mode = eModeLookat; 
          }
  }


The problem is when i mixed them, after the player make that action, the two objects leave and the new one appears, but:
1:After that the mouse cursor change to Walkto, no matter what, even if i was on look at mode before


Could i disable the walk to while the player is on the menu?
#40
Im using UNHANDLED EVENT,

Code: ags
 if ((what==2) && (type==3)) //Use inventory on object
  {
  player.Say("Dont work.");
  }



the problem is that it works ok but not on an object with this code on it:
Code: ags
function hElectdoor_UseInv()
{
if (player.ActiveInventory == iCtrluni)
 {
 player.Walk(130, 125, eBlock, eWalkableAreas);
player.FaceObject(oPorton, eBlock);
aClick.Play();
Wait(5);
aDoorclose.Play();
 hElectdoor.Enabled = false;
 oPorton.Visible = true;
 player.Say("Listo, la puerta esta abierta.");
}
}

If the function "function hElectdoor_UseInv()" is running it doesnt work :(   //i think it doesnt matter the code, just that the useinv function is on.


Example: I got a garage door that opens only with an inventory item (remote control). I got a (bottle) as another inventory item.
If i use the (bottle) on the door it would be great that the "Dont work" message would be displayed, but because the function hElectdoor_UseInv() have code on it for the
remote control to open the door, if i use the bottle on the door the message wont display so the unhandled event dont work.

So is there any option for this to happen in the rigth way?:confused:???
I need it in the simple way possible because im not a programer.
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