Well... it IS set to false. -_-
What do you mean with uploading the "source" somewhere?? How do i do that?
What do you mean with uploading the "source" somewhere?? How do i do that?
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function repeatedly_execute() {
int mm = mouse.Mode;
int lt = GetLocationType(mouse.x, mouse.y);
int nm;
if (lt == eLocationHotspot || lt == eLocationObject) nm = eModeInteract;
else if (lt == eLocationCharacter) nm = eModeTalkto;
else nm = eModeWalkto;
if (nm != mm) mouse.Mode = nm;
Quote from: Khris on Wed 01/08/2012 01:41:32
There's a typo in there:
player_y = player_y;
is of course supposed to be:
player_y = player.y;
enum CauseOfDeath {
eDeathTree,
eDeathSwamp
};
import function ShowgDeathGui(CauseOfDeath cod);
import function ShowDeathGUI(CauseOfDeath cod);
String death_message[100]; //Death message text
int death_picture[100]; //Death message image
function on_mouse_click(MouseButton button) {
// called when a mouse button is clicked. button is either LEFT or RIGHT
if (IsGamePaused() == 1) {
// Game is paused, so do nothing (ie. don't allow mouse click)
}
else if (button == eMouseLeft) {
ProcessClick(mouse.x, mouse.y, mouse.Mode );
player_loop = player.Loop;
player_x = player.x; player_y = player_y;
player_Room = player.Room;
}
else if (button == eMouseRight || button == eMouseWheelSouth){
// right-click our mouse-wheel down, so cycle cursor
mouse.SelectNextMode();
}
else if (button == eMouseMiddle) {
// Middle-button-click, default make character walk to clicked area (a little shortcut)
// Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
// leave our options open - what if you have a special script triggered
// on "walking" mode?
ProcessClick(mouse.x, mouse.y, eModeWalkto);
}
else if (button == eMouseWheelNorth) {
// Mouse-wheel up, cycle cursors
// If mode isn't WALK, set the previous mode (notice usage of numbers instead
// of eNums, when it suits us)...
if (mouse.Mode>0) mouse.Mode=mouse.Mode-1;
else
{
// ...but if it is WALK mode...
if (player.ActiveInventory!=null)
{
//...and the player has a selected inventory item, set mouse mode to UseInv.
mouse.Mode=eModeUseinv;
}
else
{
// If they don't, however, just set it to mode TALK (change this line if you add more cursor modes)
mouse.Mode=eModeTalkto;
}
}
}
Quote from: Khris on Sun 29/07/2012 17:16:58
So you're setting all these variables at the start of the function that leads to the player's death, right?
Because if you forget to set player_y, it remains 0 and thus the character will be placed at (X, 0), outside the visible area.
function btnDeathButton_OnClick(GUIControl *control, MouseButton button)
{
gInventory.Visible=true;
gDeathMessage.Visible = false;
player.Loop = player_loop;
player.ChangeRoom(player_Room, player_x, player_y);
}
Quote from: Khris on Sat 28/07/2012 00:50:27
Regarding the respawning, if the room is shown, the character is there, too. They might be outside the screen, transparent, behind a walkable area or use an empty sprite, but they must be there because the current room is always the one the player character currently is in.
If debug mode is enabled, test the game and hit Ctrl-D to get an overview of all the characters within the current room.
function hDoorbell_Interact()
{
cBellatrix.LockViewFrame(3, 2, 1);
Wait(80);
cBellatrix.UnlockView();
SetTimer(1, 220);
isBell = true;
if ( false && BellaHidden == false && IsTimerExpired(1)) {
Death Scene occurs
}
}
function room_RepExec()
{
if (IsTimerExpired(1)){
Death Scene occurs
}
}
function hTopf_Interact()
{
if (isBell == false){
cBellatrix.Walk(195, 484, eBlock, eWalkableAreas);
cBellatrix.Say("There is a big Flowerpot.");
}
else if (isBell == true){
cBellatrix.Walk(98, 508, eBlock, eWalkableAreas);
cBellatrix.LockViewFrame(3, 2, 0);
Wait(90);
Death Scene occurs
isBell = false;
}
}
In the Global Script ash. I have this:
enum CauseOfDeath {
eDeathTree,
eDeathSwamp
};
import function ShowgDeathGui(CauseOfDeath cod);
import function ShowDeathGUI(CauseOfDeath cod); //i have been told to do this
String death_message[100]; //Death message text
int death_picture[100]; //Death message image
function ShowgDeath (CauseOfDeath cod){
lblDeathMessage.Text= death_message[cod];
gDeathMessage.Visible = true;
}
else if (button == eMouseLeft) {
ProcessClick(mouse.x, mouse.y, mouse.Mode );
}
else if (button == eMouseLeft) {
player_loop = player.Loop;
player_x = player.x; player_y = player_y;
player_room = player.Room;
ProcessClick(mouse.x, mouse.y, mouse.Mode );
}
gDeathMessage.Visible = false;
player.Loop = player_loop;
player.ChangeRoom(player_room, player_x, player_y);
function region2_WalksOnto()
{
if (Zbirdfree == 0){
oBaum.SetView(4, 0);
player.Walk(291, 317, eBlock, eWalkableAreas);
player.FaceLocation(341, 129, eBlock);
oBaum.Animate(0, 10, eOnce, eBlock, eForwards);
cBellatrix.LockViewFrame(3, 0, 0);
oBaum.SetView(4, 1);
oBaum.Animate(1, 10, eOnce, eBlock, eForwards);
Wait(60);
player.UnlockView();
oBaum.SetView(4, 0, 1);
player.ChangeRoom(304);
}
SetTimer(1, 420);
}
function room_RepExec()
{
if (IsTimerExpired(1)){
oBaum.SetView(4, 0);
player.Walk(291, 317, eBlock, eWalkableAreas);
player.FaceLocation(341, 129, eBlock);
oBaum.Animate(0, 10, eOnce, eBlock, eForwards);
cBellatrix.LockViewFrame(3, 0, 0);
oBaum.SetView(4, 1);
oBaum.Animate(1, 10, eOnce, eBlock, eForwards);
Wait(60);
SetTimer(1, 420);
player.UnlockView();
oBaum.SetView(4, 0, 1);
player.ChangeRoom(304);
}
}
Quote from: Khris on Sat 14/07/2012 00:17:51Yes, previous Room is #2.
This is probably a dumb question, but just to make sure: is player.PreviousRoom actually 2?
Quote from: Crimson Wizard on Fri 13/07/2012 22:50:17Hmmm... that was a good hint! I changed the general settings into Lucasarts (i never noticed i changed them to Sierra Transparent).
What is your global game speech setting? I mean Global Settings -> Dialog -> Speech style? I may be mistaken but I have a guess yours is set to Sierra-style?
Please elaborate, what is your aim, how do you want your speech look like? Unless you tell this it will be more difficult to help you.
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