Yup, if room 1 is where the playable part of the game starts - that is, if it's not the intro screen. NewRoomEx does the same, but lets you set where the player is in the room, if you haven't done so on the 'Character' window of the editor.
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GetTextBoxText(PARSER,1,input);
StrFormat (end, "<%s> %s", name, input); // since the string 'end' is already declared
ListBoxAdd(4,0,end);
if (IsGamePaused() == 1) keycode=0;
if (IsGamePaused() == 1) keycode=0; // game paused, so don't react to keypresses
if (IsGamePaused() == 1) {
if (IsGUIOn (SAVEGUI) == 1) { // SAVEGUI is on, so
if (keycode == 13) {// Enter
// whatever (Save the game)
}
}
else keycode=0; // game paused, so don't react to keypresses
}
Use Path: yesÃ, Ã, Overlay Files: yes
warning [F:\AGS Games\term2031demo.zip]:Ã, extra 1 bytes at beginning or within Zip file (attempting to process anyway)
Error in file #1:Ã, bad Zip file offset (Error local header signature not found):Ã, 0
(attempting to re-compensate)
Extracting Terminator.001
Error:Ã, invalid compressed data to inflate
[spoiler] Spoiler text [/spoiler]
// script for region1: While player stands on region
if (character[EGO].walking == 0) { // character has stopped
// interactions here
}
else { //character is moving
// so do nothing
}
While playe stands on region
? Conditional - If character is moving (EGO)
Stop running more commands
Other interaction
Other interaction
etc...
QuoteThere is just one problem that I encountered, but I solved it already: once user moves cursor to bottom of screen, there is an error message- I just put status above the cursor if it is close to bottom.I tried something similar, and had the same problem near the far right of the screen - GUI set to invalid co-ordinates. (See code below for my slightly more complicated solution.)
function Tracker () {
Ã, int width;
Ã, int height;
Ã, int mx;
Ã, int my;
Ã, string mode;
Ã, string inv;
Ã, string name;
Ã, if (GetLocationType (mouse.x, mouse.y) == 0) {
Ã, Ã, if (GetCursorMode () == 0) StrFormat (mode, "Walk");
Ã, Ã, else if (GetCursorMode () == 1) StrFormat (mode, "Look");
Ã, Ã, else if (GetCursorMode () == 2) StrFormat (mode, "Use");
Ã, Ã, else if (GetCursorMode () == 3) StrFormat (mode, "Talk");
Ã, Ã, else if (GetCursorMode () == 4) GetInvName (character[GetPlayerCharacter ()].activeinv, mode);
Ã, }
Ã, else {
Ã, Ã, GetLocationName (mouse.x, mouse.y, name);
Ã, Ã, if (GetCursorMode () == 0) StrFormat (mode, "Walk to %s", name);
Ã, Ã, else if (GetCursorMode () == 1) StrFormat (mode, "Look at %s", name);
Ã, Ã, else if (GetCursorMode () == 2) StrFormat (mode, "Use %s", name);
Ã, Ã, else if (GetCursorMode () == 3) StrFormat (mode, "Talk to %s", name);
Ã, Ã, else if (GetCursorMode () == 4) {
Ã, Ã, Ã, GetInvName (character[GetPlayerCharacter ()].activeinv, inv);
Ã, Ã, Ã, StrFormat (mode, "Use %s on %s", inv, name);
Ã, Ã, }
Ã, }
Ã, SetLabelText (INVTRACK, 0, mode);
Ã, width = GetTextWidth (mode, 0);
Ã, height = GetTextHeight (mode, 0, width);
Ã, if (mouse.x > 315 - width) {
Ã, Ã, mx = 315 - width;
Ã, }
Ã, else mx = mouse.x + 5;
Ã, if (mouse.y > 235 - height) {
Ã, Ã, my = 235 - height;
Ã, }
Ã, else my = mouse.y + 5;
Ã,Â
Ã, SetGUIPosition (INVTRACK, mx, my);
}
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