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Messages - Carles

#41
Thanks a lot!

It has worked perfectly for me.

Just one more question. Could you tell me how to do the same with hotspots? That is, a message can be displayed when the player performs the action: "Give (inventory item) to (hotspot)".

Thank you very much again.
#42
Hi!

I have another question. I'm using the Tumbleweed template and I would like that when the player performs the action: "Give (inventory item) to (object)" a message will be displayed. The fact is that it only works if it is executed on a character, otherwise it does nothing.

Is there any way to do it?

Thank you!
#43
I'm just using the Tumbleweed template.
#44
Hi!

Let's see if you can help me with a small problem with the dialog options. It turns out that if the player must choose between many options, and therefore must use the down arrow of the dialog guide a lot, the next time the dialog options are displayed it remains anchored in that position, for example in the option of 5 or 6. And it is possible that they are empty and that the player does not see anything and must use the up arrow several times to see the new dialog options.

Is there any way to force the dialog options to refresh and thus avoid this little problem?

Thanks in advance.
#45
Thanks for showing me the link, it might help me.
#46
It's very simple, how can I show all the hotspot labels of a room? For example by pressing the "H" key.

Thanks!
#47
Great, it will be very useful for me. I'll try the Dialog Designer, but from now on I think I'll declare the constants.
#48
Thanks to both of you. I'll see how I do it.

What is clear is that dialogues should be better planned in advance.
#49
Well, the issue is that I haven't designed the dialogues 100% from the beginning, so I am adding options during the development of the game. So in the end, the dialog options can be displayed in no very logical order.

For example, specific questions on a topic may appear first, and an introductory question last.

The issue is that changing its ID is cumbersome, because it forces you to review parts of the code where you control when these dialog options appear and disappear.
#50
Hi!

Is there a way to sort the dialog options without changing their id?

In some dialogs I would like to change the order in which the options are displayed, but I would like to do it without changing the ID number. If I change the ID I would have to change it elsewhere in the code and it could lead to errors.

Thank you so much!
#51
Thank you very much Khris!

It's just what I was looking for. You have helped me a lot again.  :)
#52
Sorry if I didn't explain myself quite well. :-[

Exactly, it would rather be about using a room object A on another room object/hotspot B, without using it directly from the inventory.
#53
Hello and thanks in advance, you have always solved all my doubts.

I am working with Tumbleweed Verbs template. I want that when the player picks up or uses an object on the room, it automatically shows in the action bar "use [item] with". Where [item] is an item that you will have in the inventory. The end result should be the same as if you had used the item from the inventory, but you must use it from a room object.

I hope it is understood. Thank you!
#54
InitGuiLanguage(); I can't use it, it's from the Tumbleweed template. But instead I have done this and it already works perfectly:
Code: ags
Game.ChangeTranslation("English");
lang = eLangEN;
AdjustLanguage();
AdjustGUIText();
System.SaveConfigToFile();
Thanks for the support.
#55
Hi

In a previous project I used the Tumbleweed template. I put some buttons inside the game menu to be able to change the language from there. I used this function so that all 9 verbs would update on button press:
Code: ags
Verbs.VerbGuiOptions[eVerbGuiTemplateLanguage] = eLangEN;
Now I'm modifying an old project, and it uses the 9 verbs template (but not Tumbleweed), so I can't use the previous function. I have not found a way to achieve the same. When I change the language the 9 verbs are not updated.

Thanks for the help.
#56
Thanks, I'll try it.
#57
Hello,
I have always been using the Tumbleweed template and now I have some question about how to use some basic things from the BASS template.
If I want to make the player go to a hotspot and then say something, without being blocked, I would use this:

Code: ags
function hHotspot1()
{
if (Verbs.MovePlayer(175, 90)){
player.FaceDirection(eDirectionUp);
if(Verbs.UsedAction(eGA_LookAt)){
player.Say("");
}
else Verbs.Unhandled();
}
}

But I don't know how to do it in the BASS template:

Code: ags
player.Walk(140,143, eBlock);
player.Say("");

This code does not work for me because the player is blocked until he reaches the hotspot.

Thanks for the help!
#58
Ok! Thanks, now it works :)
#59
I am calling the function in the button event this way:

show_restore_game_dialog

If I call the function in a room hotspot like this:

show_restore_game_dialog();

It works perfectly.
#60
Hi,
I have a room with a load game button. In the button events I put the function:

show_restore_game_dialog

When loading the GUI into the game I get this error:

Runtime error: wrong number of parameters to exported function 'show_restore_game_dialog' (expected 0, supplied 2)

Thanks!
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