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Messages - BockerAlex

#1
I was wondering if it was possible for an item (in this case a sign) to be interacted with, so that the display text function will tell the user that they have done something to change it, thus either deleting said item, and putting a different item in their inventory.

So basically; the guy walks up to a sign, the user tells him to interact with the sign, bending off the bars, so that he will only have the sign in his backpack.

I looked through the script dropdown menu thing, but can't find anything that says delete, or remove or anything.
Is there any other function that could do that?

Thanks.
#2
Looking for the text output thing, I noticed that the custom text-window was set at zero. o.o

EDIT: Solved
I hadn't put a GUI in. I have now, and it works. : D
#3
Well, I've encounter another problem, and as far as I can see, I'm doing it the exact same way the tutorial says, but it still wont work.

Anyway, I get an error when I try and interact (that is, look, talk to, use, pick up etc) with any of the hotspots.

The code I used for one of them is:

function hSand_Look()
{
  Display("Yellow sand. Nice and warm from the sun.");
  }

When I run the game, and try and look at the sand (hSand is the hotspot name), I get this message:

An error has occured...in "room1.asc", line 8
Error: Invalid GUI specified as text window.

EDIT: Oh, wait, do you have to create a GUI to be able for the game to recognise that you're switching what action you want the character to do? Because right now, the curser changes whenever the left mouse button/scroll wheel is used, and as all cursors have what action it is intending to do on it (i.e. the walk to cursor has the words 'walk to...' on it) I assumed that would work...
#4
Alright.
What code is used to reinstate it? I haven't had it that long. ^^;
#5
Sure.

Here:

// room script file

function hSand_Look()
{
  Display("Yellow sand. Nice and warm from the sun.");
}

function hSand_PickUp()
{
  Display("-The sand slips through your fingers.-");
  }

function hSand_Talk()
{
Display("I don't think sand can talk...");
}

function hSand_UseInv()
{
Display("Nope that doesn't work");
}

function hWetsand_Look()
{
Display("Wet sand. Every child knows this is the best sand to build sandcastles with.");
}

function hWetsand_PickUp()
{
Display("-The wet sand clumps together in your hand, which you then put back down-");
}

function hWetsand_Talk()
{
Display("Nope, the wet sand isn't talking back.");
}

function hWetsand_UseInv()
{
Display("Nope that doesn't work");
}

function hSea_Look()
{
Display ("The sea, it's blue, it's big, big and blue is the sea.");
}

function hSea_PickUp()
{
Display("The water slips through your fingers, making them wet.");
}

function hSea_WalkOn()
{
Display("No! My feet will get wet!");
}

function hSea_Talk()
{
Display("As fun as it is, I'm not talking to the sea.");
}

function hSea_UseInv()
{
Display("I'm not throwing anything into the sea.");
}

function hRocks_Look()
{
Display("Rocks, they're still rocks, dull grey rocks.");
}

function hRocks_PickUp()
{
Display("-One of the rocks was picked up making a dull thud when it was dropped back into place-");
}

function hRocks_WalkOn()
{

}

function hRocks_UseInv()
{
Display("I don't think I can create a spark from that");
}

function Dangersign_Interact()
{
Display("The sign is initially too large to carry - the bars are bent and twisted off leaving your hands red and sore");
}

function Dangersign_Look()
{
  Display("A yellow sign upon closer inspection there are bars twisted and bent on it obviously broken off from something.");
}

#6
I recently got an error trying to run a game that I am making (to see if I had managed to fix a previous problem).

Upon pressing run, the window popped up, and after a few seconds of still a black screen, this error popped up:



An internal error has occured. Please note down the following
information.
If the problem persists, contact Chris Jones.
(ACI version 3.01.1018)

Error: prepare_script: error -18 (no such function in script) trying to run
'room_AfterFadeIn' (Room 1)


I had just been trying to fix the game so that when you looked at something, a box popped up giving you a discription of it (with the function_nameofobject()
{
Display("Text.");
}

) etc, and didn't mess around with anything else.
#7
Wait...I was being stupid.
See it now.
Thanks. :D
#8
I'm very new to AGS, I downloaded it yesterday, well, I actually downloaded it awhile back, but haven't used it in awhile.
Maybe I'm just being stupid, and not realising something at the moment, but is there a way to change the cursor sprite that comes with AGS (crosshairs) to your own image, without having to make a new set of cursors?

I've read through the tutorial on this, and tried to think of how it could be done, but haven't been able to as of yet. I've tried right clicking the cursor I want to change on the tree navigation thing, I've tried right clicking the setting hotspot box, and a few others.

This is a very basic thing I need help with, mostly to save me time so I wouldn't have to make a whole new set.
Anyone able to help?
Thanks.

/Alex.
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