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Messages - Giowe

#21
i'm looking for that but i don't think so....
#22
hi, the question is: is possibile in ags to have different animation loops of single part of a character's body and using them all togheter at the same time?
for example: i need the beard of the ghost of lechuck still moving when the character is simply standing.
how can i do that?
#23
hi, first of all i wanna help poplamanopla cause i had his same probelm. if u don't want the actions window when u are talking to someone, the only method that i discovered is to put at the beginning of the every dialogs command  "disable_gui();" and at the end of the dialog the command  "enable_gui();".

now i have a question:
to set this template more similar to monkey island style i need to modify one little thing but i don't know well the way i can do that:

what i need:
in monkey island 1 or 2, when you press the LEFT mouse button on  an invetory object, the game runs as default-action the look_at action, and the action_bar report as default the action "look at xxx".  the same does if you press the RIGHT mouse button.

in this template, if you press the right mouse button, you have the monky-island-style look_at action on you inventory item but if you see the action bar that said "use xxx", and if you press the left button of the mouse you automaticly USE the object that you have in you inventory. i want that the only way to use object form inventory will be by clicking the action "use" from the actions menu.
what how i have to modify to set this template = to monkey island ?

looking at the code i think that the modify is to do at row 1254 of guiscript.asc... i post the rows of code that i think that may change..

//left click in inventory
    else if (button==eMouseLeftInv) {
      if (!isAction(eGA_GiveTo))ItemGiven= null;
   
      if (GlobalCondition (1)) {
        // if the mouse is in the inventory and modes Walk or pickup are selected
        SetAction (eGA_Use);
        location=GSinvloc;   
        if (Extension()=='u' && ii.IsInteractionAvailable(eModeInteract)) {
          // use it immediately (not with anything else)
          used_action=global_action;
          ii.RunInteraction(eModeInteract);
          SetAction(eMA_Default);
        }
        else
          player.ActiveInventory=ii;
      }
      else  if (GlobalCondition (2) == 1) {
        // if the mode is useinv and the mouse is over the active inv (like "use knife on knife")
        // so do nothing again
      }
      else {
        used_action=global_action;
        if (Mouse.Mode==eModeInteract) {
          if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract)) {
            ActionLine.TextColor=ActionLabelColorHighlighted;
            ii.RunInteraction(eModeInteract);
            SetAction(eMA_Default);
          }
          else player.ActiveInventory=ii;
        }
        else {
          if ( (Mouse.Mode >0 && Mouse.Mode <10 )&& ii != null) {
                GSagsusedmode=Mouse.Mode;
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(Mouse.Mode);
                SetAction(eMA_Default);
          }
        }
      }
    }
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