Nevermind I figured it out with Seek and it works exactly correct now.Thanks Again!
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Show posts Menu other[othernum]=Overlay.CreateRoomGraphical(mouse.x-15, mouse.y-15, 4);
somethingx=String.Format("%d",other[othernum].X);
somethingy=String.Format("%d",other[othernum].Y);
File* output = File.Open("scene031.txt", eFileAppend);
output.WriteRawLine("CreateObject pos=");
output.WriteRawLine(somethingx);
output.WriteRawLine("; ");
output.WriteRawLine(somethingy);
output.WriteRawLine(" dir=0.0 type=Bot3");
output.Seek(1, eSeekEnd);
output.Close();
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{
if(mouse.IsButtonDown(eMouseLeft))
{
if(mouse.Mode==eModemcar)
{
car=Overlay.CreateRoomGraphical(mouse.x, mouse.y, 2);
}
if(mouse.Mode==eModemblupi)
{
other[othernum]=Overlay.CreateRoomGraphical(mouse.x, mouse.y, 4);
File* newfile=File.Open("scene031",eFileWrite);
newfile.WriteString("TESTING TESTING TESTING");
newfile.Close();
}
}
}
QuoteIf this error happens during compilation, "Undefined token" means the script does not see the function. The usual case is that your module with function "overplay" is located below the module that tries to use it ("fishtank") in the list of modules. In AGS script modules can only see functions declared above them.
QuoteAbout the Beta, I think we'll have another update soon, but because we haven't found any more critical bugs, and there are no more game features planned, we're taking time just doing less important fixes and improving some things.Oh ok.Thanks for letting me know.
int timer;
int startanimation;
int playagain;
function overplay(Overlay* globover, int xpos, int ypos, int something, int other, bool backwards)
{
globover=Overlay.CreateGraphical(xpos, ypos, 26);
startanimation=1;
globover2=globover;
backwardsnum=backwards;
somethingnum=something;
othernum=other;
playagain=0;
}
function overplayagain(int something2, int other2,bool backwards2)
{
backwardsnum2=backwards2;
somethingnum2=something2;
othernum2=other2;
startanimation=1;
playagain=1;
}
function Repeatedly_execute_always()
{
if(startanimation==1)
{
timer+=1;
}
if(timer>40)
{
if(playagain==1)
{
if(backwardsnum2==true)
{
if(somethingnum2>othernum2)
{
somethingnum2-=1;
}
}
if(backwardsnum2==false)
{
if(somethingnum2<othernum2)
{
somethingnum2+=1;
}
}
globover2.Graphic=somethingnum2;
}
if(playagain==0)
{
if(backwardsnum==true)
{
if(somethingnum>othernum)
{
somethingnum-=1;
}
}
if(backwardsnum==false)
{
if(somethingnum<othernum)
{
somethingnum+=1;
}
}
globover2.Graphic=somethingnum;
}
timer=0;
}
}
int pixwide;
int pixheight;
int coverpixelplaced;
function room_AfterFadeIn()
{
}
function room_RepExec()
{
player.Baseline=-2000;
pixwide = Random(Game.SpriteWidth[2000]);
pixheight=Random(Game.SpriteHeight[2000]);
DynamicSprite* draw;
if(coverpixelplaced==Game.SpriteWidth[2000]||Game.SpriteHeight[2000])
{
//draw.Delete();
//way to make character invisible;
}
else
{
draw=DynamicSprite.CreateFromBackground(0,player.x+pixwide, player.y+pixheight, 1,1 );
coverpixelplaced+=1;
}
}
int timer;
int startanimation;
int playagain;
function overplay(int xpos, int ypos,int something, int other,RepeatStyle)
{
flap=Overlay.CreateGraphical(xpos, ypos, sprite);
startanimation=1;
flap.Graphic=something;
}
function overplayagain(int something2, int other2,RepeatStyle)
{
startanimation=1;
playagain=1;
}
function Repeatedly_execute_always()
{
if(startanimation==1)
{
timer =1;
}
if(timer>=40)
{
timer=0;
startanimation=0;
if(playagain==1)
{
flap.Graphic=something2;
}
if(playagain==0)
{
flap.Graphic=something;
}
}
if(backwards==true)
{
if(something>other)
{
something-=1;
}
}
if(backwards==false)
{
if(something<other)
{
something =1;
}
}
if(backwards==true)
{
if(something2>other2)
{
something2-=1;
}
}
if(backwards==false)
{
if(something2<other2)
{
something2 =1;
}
}
}
import function overplay(int xpos, int ypos,something, int other,direction param);
import function overplayagain(something2, int other2,direction param);
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