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Messages - Ashen

#3041
GetObjectAt(mouse.x, mouse.y)
GetHotspotAt(mouse.x, mouse.y)
GetLocationType(mouse.x, mouse.y)

The manual has more details. Hope this helps.
#3042
Bit of a long one;

LOOK AT stone slab.
Ã,  "There's a gap. I might just be able to squeeze through."
USE or WALK TO gap.
GET ATTACKED by python.
Ã,  You now have a few seconds to shake the python off. During this, the only available interaction is 'USE PYTHON on...'. If you don't get it in time, well, I hope you saved.
USE PYTHON on basin, to throw it to the pirahnas.
Ã,  Animation - the python thrashes around, with chomping noises and possible blood splatter. Python dies.
Ã,  "That's what you get for messing with me. Bitch."

USE or WALK TO gap.
Ã,  Animation - you crawl into the gap, but emerge a second later.
Ã,  "Blocked. Dammit."

LOOK AT water-spewing hole.
Ã,  "I could probably fit through there, but the current's too fast."
USE or WALK TO water-spewing hole.
Ã,  Animation - you take a deep breath, and jump into the water. You bob up again almost immediately, and pull yourself out.
Ã,  "The current's too fast."

PICK UP skeleton to get skull.
PICK UP small stones.
PICK UP large vines.
USE pocket knife on large vines, to cut a small piece.
USE stones on skull.
USE small piece of vine on skull and stones, to create a macabre, but effective, weight.
USE or WALK TO water-spewing hole.
Ã,  Animation - you take a deep breath, and jump into the water. Thanks to the macabre, but effective, weight, you stay under.
Ã,  CUTSCENE of you swimming under water, and reaching the bank of the river. Well Done.

NOTE: if you used the stones on the skull, but didn't secure them with the vine, you bob back out and say "I nearly made it , but I lost my stones" (or something similar but less crap). You then have to PICK UP more stones and try again. Same if you have the stones by themselves.
#3043
Zootyfruit: What's the link to Dirk Gently?
Sorry to go off topic but I'm curious, being a Douglas Adams fan.
#3044
For the first question, there was a similar thread a while back, but I can't remember if it got sorted out.

http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12943.0

For the second one, I think you just use a GUI button and change its graphic using SetButtonPic, and use variables to track which weapon is equipped.

Hope this helps.
#3045
Yay, finished! :D Thanks aicram.

Also, thanks Grundislav, really nice game. Might've been a wee bit short, but I'm looking forward to the follow up.
#3046
I've also gotten stuck there, I just didn't want to be the first to ask for help.

Actually, I'm a tiny bit further on:
Spoiler
I've put the stick on the ground in the cave, for some reason.
[close]
#3047
Just a very minor thing, but his knees look far too high to me. With boots that big, shouldn't the knees be about 2/3 of the way down his trousers, not 1/2 way? And, as has been said, he looks a little militaristic, especially if he's trying to be inconspicuous. Although, I suppose that depends on what everyone else looks like.
#3048
I think your problem is that you're trying to use the region to disable itself, but I'm not totally sure. Assuming you'd rather use the interaction editor than scripting:

Player walks onto region:
Ã,  Conditional - If player has an inventory item (item)
Ã,  Ã,  - Stop running more commands
Ã,  character - stop character walking
Ã,  game - display message
Ã,  character - move charcater
Ã,  character - face location
Ã,  game - run dialog

Used in this order, the conditonal will stop all the other commands, if you have the item, but run them if you do, without having to fiddle with enabling / disabling the region.

If you don't mind scripting, this should do the same thing:

if (character[EGO].inv[1] = 0){
Ã,  // Don't have item, so run script.
Ã,  StopMoving(EGO);
Ã,  Display ("Not Yet.");
Ã,  MoveCharacter (EGO, x, y);
Ã,  FaceLocation (EGO, x, y);
Ã,  RunDialog (topic);
}

else {
// Have item, so do nothing.
}

Alternatively, if the item is picked up in the same room, just run the DisableRegion(1); command when you pick it up.

Hope this helps.
#3049
#3 sounds like Bohemian Rhapsody - Freddy Mercury(?) - Wayne's World.
But that's prob'ly too obvious.
#3050
General Discussion / Re: Busses FFS
Fri 21/05/2004 13:11:46
#3051
Isegrim.
Anything worth doing is worth overdoing.
#3052
At first glance, you need to get rid of:

    if ((button == 10) & (game.top_inv_item < game.num_inv_items -7))
      game.top_inv_item = game.top_inv_item + 4;
    if ((button == 9) & (game.top_inv_item > 0))
      game.top_inv_item = game.top_inv_item - 4;

since it causes a conflict on button 10.
#3053
Where did you paste the script? Could you post the code around it?
#3054
If you mean the inventory button script didn't work, did you remember to change the 'if (button == 4)' and 'if (button == 5)' to whatever button numbers you need? And, where did you copy it to?
#3055
music1.mp3, or whatever number you want. Also, PlayMP3File () in script will let you use a name for the file, e.g

PlayMP3File ("chesney.mp3");

will play "chesney.mp3" as the background music, and can be stopped with StopMusic.

And the script for the inventory buttons is in the global script of a default game, around lines 97 -104.
#3056
In the room interaction list, the little red i on the room settings page.
#3057
If it's in a dialog, you could try turning the 'Hi' option off (SetDialogOption(); in normal script, or option-off in dialog script. Otherwise, use a variable, like SSH said.
#3058
Are you starting the music as a sound effect, since you say "I set the action before "play sound". "? Try using PlayMusic, or the Game - Play music option in the interaction editor, and see if 'Stop music' works then.
#3059
QuoteAny ideas of where I can look for help at all?
The manual ;)

Specificly, you might want to look up:
MoveCharacter,
MoveCharacterPath,
MoveObject (maybe),
DisplaySpeech,
StartCutscene / EndCutscene (if you want it to be skipable).

Hope this helps.
#3060
Already have: a length of rope

USE length of rope on boulder - 'You tie the rope around the boulder.'
USE rope on self - 'You are now tied to the boulder.'
WALK off cliff - enter new location 'Cliff Face'.
SWING (replaces WALK) to opening in Cliff Face - enter new location 'Secret Passage'.
USE scissors on rope - 'You are no longer tied to the boulder.'
WALK into house, via cellar.
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