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Messages - Dooie

#1
Thanks, yeah, I've gotten a lot further. I think I have enough experience now to complete a simple one- or two room game, albeit with some clumsy workarounds.

For now, I'm just going to change all those bools to a single int, so I can just use a different number for every action, and 0 for no action, and so the interactions will be easy cancellable.

I'll be back! (but not before I RTFM with my fancy new knowledge!)
#2
Works like a charm!

But if I understand correctly, do I have to declare a new bool variable for every action on every object/hotspot/character if I want the walk to be non-blocking? I guess that's what the module is for right?

And consequently, all those interactions will actually have to be scripted under repeatedly_execute? In that case, I think I'm beginning to understand why the interaction editor was removed in 3.0...

Anyway, thanks for helping me out!
Dooie
#3
Cool, thanks matti and pumaman! I think I can actually figure this out.  ;D
I'll try it out this week and let you know how it turns out!
#4
Ok, seeing how nobody has answered yet, this must be a really stupid question or something. Still, it would really help if someone could give me a nudge in the right direction. What 'bit of scripting' do I have to do? I also found Bernie's NoBlock module, but I don't understand exactly how to use it or modules in genera for that matter (yes, I read the readme). Any bit of help/advice is deeply appreciated!
#5
Thanks, but you're still going a little too fast for me. Ok, so there is a command or set of commands that tells my guy to wait until he's finished walking before starting the next command, even though his walk is non-blocking. But which code, and where exactly do I put it? And will it work for the rest of the room (i.e. when I do anything else the switch also gets released when I step off it?)
#6
I've started working with AGS a while ago, and so far I've been able to figure everything out by looking around on this forum and searching the tutorials. But now I have a little problem with a floor switch that I can't seem to solve, and I don't know where to look.

My room has a floor switch that stays pressed down as long as you stand on it, and releases when you walk off it. So I made a region above the floor tile with these interactions:

// script for Region 1: Player walks onto region

object[7].SetPosition(239, 113);                     // I'm using retro 8-bit graphics so thats why I used SetPosition
                                                                        // instead of SetView; the switch is basically a floor tile raised one pixel.
PlaySound(2);                                                 // Click!
dialog[0].SetOptionState(3, eOptionOn);       // A dialog option to ask an NPC to stand on the tile is also enabled.

// script for Region 1: Player walks off region
 
  object[7].SetPosition(240, 112);
  PlaySound(1);

(by the way, how do I place script text in a window when posting on this forum?)
So far so good. The button doesn't actually do anything else yet, but that's not the point (I'm still figuring out the basics of scripting). Now, when I talk to the NPC while standing on the button, the player character walks to the NPC before starting the dialog, and the button remains pressed down because player.Walk is blocking (otherwise my pal would start talking right away, right?). I found some info that might be related under the tutorial topic 'Understanding Blocking Functions', but I still don't quite understand. I think I have to put something in repeatedly_execute or repeatedly_execute_always but I'm not sure what. Thanks in advance!

I'm still using 2.72, by the way. Want to learn all the basics first before I do away entirely with the interaction editor.
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