Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Gilbert

#6861
Advanced Technical Forum / Re:Error
Thu 12/02/2004 03:02:26
Hmmm are you sure you're not running the animation from a non-existing view or loop?
#6862
Maybe that actually WAS M0Ds' company ;)

hehe just kidding, in that case, M0Ds may need to consider renaming his group to avoid confusions.
#6863
Quote from: Dorcan on Wed 11/02/2004 09:45:05
Err isn't the "run script" command the last one executed ?

No, I don't think so, as I'd just tried it, unless I missed something, or he's using some old versions.

Anyway, just try Dorcan's suggestion, as if you use the script in an interaction, you don't really need to mix it with the interaction actions, as you can do anything with scripts anyway.
#6864
Hmmm do you really need that many?
I think currently there's no plan to make any of the limits unlimited (or maybe it's too hard or impossible), but if there're enough reasons and more people must live on it, maybe CJ will increased it in some latter versions.
#6865
IS the character really moved by using MoveCharacterBlocking(CHARID, X, Y, 0); ?

Also, make sure that the character can reach the destination via a walkable path (check the walkable areas).
#6866
Quote from: Timosity on Tue 10/02/2004 11:25:01
Unless I'm missing something, don't you mean East

No, it is west:


EDIT:
Hehe I know what happened now, I quoted the wrong line in my last post, it should be:
Quote
It's amazing how bright Japan is, as well as being a wealthy country, they love thier bright lights and technology.
#6867
Woah! Congrats!
#6868
Quote from: Timosity on Tue 10/02/2004 10:20:27
It's amazing how much light there is in India, I know the population is huge, but I didn't expect the whole country to be covered.


heh yeah, and probably that white dot west and a bit south of it was where I'm living.
#6869
Hints & Tips / Re:ICONS
Tue 10/02/2004 07:50:01
Hehe.

Actually, roughly speaking, you'll see that icon if you didn't read the thread before or there're some new replies to it that you never read. Once you click a thread, it's no longer marked as "new" to you.
If you post, since you're considered to have "read" that post already, so that icon should not appear to you, but users hadn't read your post would see that icon.

By the way, this forum is not the correct place to ask this kind of questions, it should be in the General forum.
#6870
I think I have  a bit of memory about you, but then my memory had somehow corrupted, so I cant recall anything apart from your nick.

Anyway, hello again. :)
#6871
Just make CAGE!1! and make everybodies use it, they'll forget whatever crappy programme called AGS and its author soon afterwards.
#6872
Also, in some sense, you can treat the QFG series of having this design, as you may need to solve puzzles in different ways if you choose different jobs.
#6873
Amazing, but don't fall into the trap of the all evil statistics, statistics are all lies.
#6874
Hints & Tips / Re:The Journey Home
Tue 10/02/2004 01:19:37
Spoiler
There's a large open window, as far as I remember it's in the same room as that box, just throw the box outside.
[close]
#6875
Hehehe my list (pun intended):

1. Rodekill - MATH PUZZLE!
2. Plegidfghdfioh - DA - How do I get the damn whistle?
3. Journey Home - Please, I want to blow that sailorman up!
Novo Meistro - It's so buggy that I cant see its endling.
5. Old Demo Quest - ROGER SUCKSKSKS!

;D
#6876
It's long, I hadn't read all of it yet, but at least there is one missing at the end of it:

// room script file


int charsaid;
int wall;



function room_b() {
 // script for room: First time player enters screen
Display("Ok, folks, here's the story so far:");
Display("Gary the Garabaldi, a stubborn fish from far away, goes out on a morning stroll in order to maintain his health before his fin surgery.");
Display("Unbeknownst to Gary, he will be swept up in a day of magical adventure and occurences.");
Wait (30);
Display("The scared fish gets caught up in a strong current while swiming, and gets thrown horribly off course.");
Display( "Little known to Gary, he is now swept up an a folklorian place.");
Display( "A place where he feels scared.");
Display( "Feeling scared, Gary runs to find a hiding place for him to stay.");
DisplaySpeech(1, "Oh, no, where am I?");
 DisplaySpeech(1, "I was just out on a morning swim, and I get picked up by a gust of current!");
DisplaySpeech(1, "Now, I am suddenly in this folklorian place where I feel scared.");
DisplaySpeech (1, "And Gary the Garabaldi NEVER gets scared.");
DisplaySpeech (1, "I've got to find a way out of this place before someone kills me.");
Display("Good Luck, young one.");
DisplaySpeech (1, " WHO SAID THAT??");
Wait (50);
DisplaySpeech (1, "Whatever.");
}

function hotspot1_a() {
 // script for hotspot1: Talk to hotspot
 
}

function hotspot1_b() {
 // script for hotspot1: Talk to hotspot
 
}

function hotspot1_c() {
 // script for hotspot1: Look at hotspot
}
 

function hotspot1_d() {
 // script for hotspot1: Look at hotspot
}
function hotspot4_a() {
 // script for hotspot4: Look at hotspot

 if (wall == 0) {
   DisplaySpeech (1, "A wall covers the cave.");
   }
 if (wall == 1) {
   DisplaySpeech (1, "THERE IS NOTHING SPECIAL ABOUT WALLS!!!");
   }
 if (wall < 1) {
   wall += 1;
   }
}

function hotspot3_a() {
 // script for hotspot3: Interact hotspot
DisplaySpeech(1, "OK, I'll look in here.");
AddInventory (3);
DisplaySpeech (1, "It's a fishtol!");
}


function room_c() {
// script for room: Walk off left screen edge
while ((player.inv[3] != 1)&&(charsaid==0)){
DisplaySpeech (1, "I can't go out there without protection.");
charsaid=1;
}

if (player.inv[3] == 1){
 DisplaySpeech (1, "Got my fishtol loaded and i'm ready to face the dangers of the unknown!");
NewRoom(3);
}
}

#6877
Do this:

Declare some tracking variable on top of that room's script, say:
int charsaid;

Then modify your walking off edge interaction script to:
function room_c() {
// script for room: Walk off left screen edge
while ((player.inv[3] != 1)&&(charsaid==0)){
DisplaySpeech (1, "I can't go out there without protection.");
charsaid=1;
}
}

Then if you want the char to say that again the next time he steps into the area, just add to repeated execute script:
if (character[1].x)>10) charsaid=0;

in above code I suppose the x coordinates of the left edge was set to 10, you can set it to any appropiate value if required.

EDIT: heh didn't notice the problem's solved, anywya, I'll leave this as reference.
#6878
Hints & Tips / Re:The Journey Home
Mon 09/02/2004 02:48:35
Spoiler

Did you get the flower?
[close]
#6879
if (intro == 0) {
"Scripted events here";
intro = 1;
}

Beware of cases and note that:
Single = is for assignment of values
Double == is for value comparisons.

Also, check that you indeed had the variable intro declared on top of the script:

int intro;
#6880
Just make arrays to hold them.
For example, there're a total of 20 characters (and you're sure their character ids are just 0 thru 19).

Just define variables like:

int health[20], intelligence[20];
export health, intelligence;

on top of the global script.


Then add the line:

import health, intelligence;

to your script header.

You can then refer to them like health[EGO], etc everywhere in your scripts.
SMF spam blocked by CleanTalk