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Messages - Arjunaz78

#41
i feel sorry for my English...i'm still learning it..but actually it's work like a charm now..thank Khris & you too Nicky...

THX.
#42
Oh...sorry because i make the confusing situation here,besides i'm weak on English... :(

what i mean is i want to put the sound and start to play when the character start walk everywhere (not walk animation,just normal walkto code) then i want the sound stop when the character stop walking or reach the non-walkable area & start the sound back when walk to walkable area..

otherwise..the sound trigger when i set the character walk with eBlock function instead of eNoBlock function..

currently i set the code like this on Room script..for eBlock function..

Code: ags

function hDoor_Look()
{
aSample.Play();

cMalek.Walk(250, 120, eblock ,eAnywhere);

aSample.Stop();
}


Refer to script above,the sound will be trigger automatically when i click the Door hotspot,but how can i set up if the code in eNoBlock function?

In other word,how can i put the sound if the character on normal walkable area insteads of object,hotspot etc.?
I mean trigger the sound to play & stop when use normal 'walkto' mode?
#43
I just put a sound FX to character Walk animation..

but I just wondering how to disable or stop the current sound FX trigger that i set when character stop walk and otherwise enable back when character start walk back.

THX.
#44
i still wondering how to make a custom GUI that can display a current hotspot name when hovering the mouse cursor like Sslaxx told before like Ben Jordan Games,how come?
#45
Uh...still doesn't work correctly,or i just miss something important or maybe i've put a wrong code..i just create the code as below..

Code: ags

function btnIconInv_Click(GUIControl *control, MouseButton button) {
  
  if (HasPlayerBeenInRoom(5))
    Display("You Carrying Nothing");  
   
  else  {
     show_inventory_window();
}
}


but it seems the code doesn't work correctly,besides it's already display the "You Carrying Nothing" text although after the character change room.what's wrong?
besides, i don't know to continue the code after i place..

Code: ags

player.Room...


Currently i'm weak on scripting and don't know to continue with the rest of above code..

THX.
#46
So that's mean i have to set or using the 'if' & 'else' statement between the function,right?
#47
I still can't get through this..because i've to edit it on GlobalScript.asc that will effect the whole of my games right?

What i need is only for certain room only and not whole room/whole games..how to coding that scripting?anybody can show me the more detail sample?

besides,i don't have knowledge about scripting language before..  :-[
#48
How can i create a second character and put in to other room?I mean for example i want a 2nd character to save her friend from prison,while the main character currently stuck in prison and cannot do anything..

And i want create a switch icon that player can click and then change the 2nd char as a main char. otherwise player can switch back to 1st char later..

I know i can use the;

Code: ags
cEgo.SetAsPlayer();


as the scripting code but i don't know how to put it on room scr. or global scr. besides i think i need to put another scripting code to it right?
and for the switch icon,can i create custom GUIs or i need to make it as Object?

THX.
#49
Ok...thanks mate...i'll try it first   :)
#50
I want to create a game that include different or alternate game storyline when player choose or take action when different game situation/options in game trigger..how can i make it?

THX.
#51
I try to create a custom text like this too but i don't know how & where to edit it..i use AGS Editor v3.2.1 and i can't find the..

Code: ags
btnIconInv_OnClick(...)


instead of

Code: ags
function btnIconInv_Click(GUIControl *control, MouseButton button)


on Global.asc..
why and how can i edit and change it???
#52
Whoopss...sorry...thanks for you too LeKhris  ;D
#53
OK..i take the Snarky advise..and it's finally works now...

THX.
#54
Oh..sorry mate,i didn't notice it's a 4th option  :P

besides,it's already works now..

THX.
#55
I mean i need the custom animated or unanimated potrait together with custom GUIs text window display appear at bottom or under (left/right side) of the main game screen,contrary on the normal display at the top or above the game screen..it's contrary from what it appear like the Francisco Gonzalez Ben Jordan's game series..

Ben Jordan: Paranormal Investigator


#56
Thanks mate..i know the help manual have a valuable info that will guide me to make this happen,i will try it although it is difficult & impossible :)

THX.
#57
So that's mean it's only works on 256 color game display only,right?
#58
Just one more thing i need to know,how to set a position of custom animated potrait sprite speech view?

and how to set a position of both of custom animated potrait sprite & background text window display together?because i having trouble when try to positioning it to fix that at the top game screen display.It's always appear below the default iconbar GUI..how do I edit it?

and how about if i want to place it below the game screen like default AGS dialog style?

THX.
#59
Well..it's really work right now..just ignore the GKDialog mate,because i think i can make my own custom Dialog interface like GKDialog too..i appreciated you help me a lot LeKhris..thanks again..  :)
#60
I've follow the AGS Editor tutorial/guide about disabling right click mouse option at http://americangirlscouts.org/agswiki/ but i can't get through it because it's absolutely confusing me.Besides the wiki just guiding the old version of AGS Editor. (v2.7) instead of AGS Editor v3.2.1 that i currently using.

Basically i just create a game with the room that include the object and then the customise GUI's menu option interface like 'view intro' & 'start game' but i hardly to make the right click disable because the GUI's properties tool directly open the script on GlobalScript that i can't edit with 'claimevent' function,besides i already disabling the right click in other room,it's work perfectly,but howabout disabling it on GUI's unless it can't be done by using 'claimevent' on GlobalScript instead of room script?

I want too to make it's disable throughout the entire game too..but i only found just 1 function that include 'right click' on GlobalScript that i must to delete it (refer to http://americangirlscouts.org/agswiki/) well it's seems nothing happen even before & after i delete it..otherwise,how can i enable it back again after i disable it?

THX.
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