Or define a negative value for your character(s) z on game start.
Code: AGS
cEgo.z=-4;
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Show posts MenucEgo.z=-4;
Quote from: Crimson WizardMaybe I have not been clear enough, or maybe I am misinterpreting your answer. I was talking about the build-in Name property, for hotspots or objects, who are read-only (which prevent there runtime modification at the moment - AGS 3.2.1). Surprisingly, InvItem.Name and Character.Name can be editable at runtime. IIRC, those names are display by the @OVERHOTSPOT@ label, and thus it can be useful to allow runtime modification of these properties.Quote from: BillbisCould it be possible to allow runtime modification of the Name property for objects and hotspots?I don't see anything that would prevent this at the moment.
if (is_straight)
; // don't use new algo on arrow key presses
else if (find_route_dijkstra(srcx, srcy, tox[0], toy[0])) {
return 1;
}
// if the new pathfinder failed, try the old one
pathbackstage = 0;
memset(&beenhere[0][0], 0, wallscreen->GetWidth() * wallscreen->GetHeight() * BEENHERE_SIZE);
if (try_this_square(srcx, srcy, tox[0], toy[0]) == 0)
return 0;
return 1;
Quote from: Crimson WizardAdeel, I am sorry, but where did you get the idea that a) you need a permission for this, b) I have a right to give such permissions???Because you rock, sir.
Quote from: RickJOpen up some of the limits that are currently causing pain and leave the rest for the next go round would be my advice.The only thing I would benfit would be this:
Quote from: Crimson Wizarda way to change [custom] property value at runtime;Other limits do not "cause me pain". But I will certainly not choose an AGS version that allow runtime modification of custom property "regardless of risks". I'll rather looked carfully at what those risks are.
Quote from: RickJYour AGS time is far too valuable to the AGS community to be wasted on, as you describe, a flawed methodology.So please, do only things that won't disguss you from contributing to AGS.
function hHotspot1_Interact()
{
player.Say("First movement.");
player.Walk(699, 551, eBlock, eWalkableAreas);
player.Say("Second (buggy) movement.");
player.Walk(67, 551, eBlock, eWalkableAreas);
}
//Bug not present
player.Walk(699, 551, eBlock, eWalkableAreas);
player.Walk(67, 549, eBlock, eWalkableAreas);
//Bug present
player.Walk(699, 551, eBlock, eWalkableAreas);
player.Walk(67, 550, eBlock, eWalkableAreas);
//Bug present
player.Walk(699, 551, eBlock, eWalkableAreas);
player.Walk(67, 551, eBlock, eWalkableAreas);
//Bug not present
player.Walk(699, 551, eBlock, eWalkableAreas);
player.Walk(67, 552, eBlock, eWalkableAreas);
//Bug present
player.Walk(699, 552, eBlock, eWalkableAreas);
player.Walk(67, 552, eBlock, eWalkableAreas);
Quote from: Crimson WizardSo far I can only imagine adding +/- buttons on the topmost panel of Room Editor, as a temporary solution for Alpha version.Not that bad, specially if you try to combine these +/- buttons with that kind of region selection interface. At start, only the + button is available. When adding new regions, colorful buttons with number will start appearing. Right-clicking those button could display a new "supress region" option. Large number of regions will trigger the appearance of an horizontal scrolling bar.
Quote from: Crimson WizardThere's no reason why this may become unusable...Yes, but that will somehow require to rearrange hostopt.ID when user is deleting one hotspot, wich can be ... disturbing.
What changes is actual number of hotspots in room, i.e. you will need to write:
int i =1;
while (i < 50) { //current hostpot limit
//do stuff on hotspot[i]
i++;
}
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