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Messages - Goot

#101
I think you mean SetTalkingColor rather than SetCharacterTalkColor. And yes, that would work. Just make 2 dialog requests scripts one for talking color, and insert them into the dialog at the approapriate places.
#102
The dialog options are set to the player character's talking color when the mouse isn't over them. When the mouse is over them, it's the GUI's foreground color. (Default is yellow I think).
#103
Hints & Tips / Re: The Cube
Fri 12/11/2004 22:56:56
Nevermind. I figured that out but now I'm stuck again.
The solution is:
Spoiler
Use the slingshot with the @ symbol in the room with the red-haired guy.
[close]

I'm stuck with:
Spoiler
I have the spider, shovel, tire, necklace, bones, cube (object), cube (money), dustbin, and Bart's book. I can't figure out how to get past the the 'cubes only' guy to Cubert the First's house.
[close]
#104
Hints & Tips / Re: Rode Kill: ADITL question
Fri 12/11/2004 21:46:52
Thanks. Now I'm stuck again though.
Spoiler
I have the shard, and notebook. I've knocked the guard unconcious (or maybe killed him) with the cologne stuff. I can't figure out how to get the key to the space car without getting zapped.
[close]

EDIT:Nevermind, I've figured it out now. The solution is:
Spoiler
Use the shard on the dancing girl. Then use the latex stuff on the key.
[close]
#105
There's nothing wrong with that. It's probably got something to do with the process click not being able to be run properly.
All other interactions work, right? Such as looking or talking to the key. If you haven't made those interactions yet, just have it display a message for look and talk to the key. That way you can see if it's a problem with the object or with whatever it's supposed to do when you try to pick up the key.

The problem is probably with the key ineraction events. Since you're not using scripting, the process click is the only place in the script where the error can be shown to occur. Make sure your key interaction events are exactly as they are in the tutorial. And that you did each one in the right way, such as choosing "wait for move to finish" in character-move character, or whatever it is.
#106
About the ring hooping thing:
Spoiler
You've got to get that guy who bends stuff to bend it for you and make it bigger. (I don't see how that's physically possible unless you can stretch it out or something, but that's what you have to do.) That guy makes you do a favor for him or something I think, which you do, then he'll bend it and you can...well...get the prize by attempting to win the ring toss.
[close]
#107
You might be able to do:

goto-dialog x
option-off x

but I'm not sure if it will work, it might just ignore the option-off or do it for the current dialog.

If that doesn't work, use run-script x

then in the global script:

function dialog_request(int parameter){
if(parameter==x){ //same x as in run-script
SetDialogOption(int topic, int option, int newstate);
}
}
#108
Hints & Tips / Re: sammy's quest
Mon 08/11/2004 00:46:54
I'm really stuck:
Spoiler

Everyone keeps saying that you have to go to the dungeon before getting rid of the wolf. I've done that, but no one has ever said how you actually get rid of the wolf. I'm assuming you have to use the gold nugget, but I can't figure out how.
[close]
#109
I think I found a bug in the game.
Spoiler
When you go to battle the final boss guy, Aragath or whatever his name is, without that magic book, and he kills you, it poppes up that window. I thought I had hit some key which had done that, so I closed the window and kept playing, not realising I had died.
[close]
#110
Hints & Tips / Re: Rode Kill: ADITL question
Sun 07/11/2004 01:51:15
I'm stuck too
Spoiler
How do you get the jockstrap down from the pipe. I have the notebook, knife, and pool cue. What do I do next?
[close]
#111
Spoiler
Once you use the gun on him, talk to him. Then use the handcuffs.
[close]
#112
make a function for it in the global script.

function function_name(){
script here;
}

in the script header (script>script header, below the place you click to get to the global script):

import function function_name();

in any script:

function name(); //runs the script inside th function brackets in
//the global script
#113
with or without the "the" is ok. It depends whether his name is "evil Dr. Xor" (in that case no "the") or if he is an evil doctor named "Xor" (use "the")
#114
Actually you want AnimateObject (0,0,x,0); x being the time each frame is shown.
#115
If you have 2 separate objects for open and closed, each object turns itself off, and the other one on. If you have one moving object, set a variable for whether or not the window is open.
#116
Enabling a dialog option doesn't run that option. It just enables it so it will be displayed when the dialog is run. Use game-run dialog (or something like that) to actually launch the conversation. If only one option is enabled, it will automatically play that one instead of giving you a list of choices.
#117
It's not going to be very easy. The best way to do it is probably to use RawDrawLine, and input all the coordinates for the middle and all the places around the edge into variables so you can just look at degree mark around the compass and have variables ready with the x and y coordinates. You'll need a function for changing the compass, which you'll run on every room load. Use a variable for where the arrow is pointing, and then have it move.

I don't know how to declare these but if you know how to make
something[something].something variables (eg. compass[50].x, where 50 is the degrees on the compass and x is the x coordinate of that spot) that would be alot easier.
#118
Hints & Tips / Re: Perils of Poom
Wed 27/10/2004 23:49:10
To hide text type
Code: ags
[spoiler] Text here [/spoiler]
#119
Alright, here's the script. You've got to make a gui with a label that says "Enter room to teleport to," a text box, and a button that says "ok."

top of global script:

int buffer;
int roomnumber;

function interface_click(int interface,int button){ //this is in the
//global script

//there is a bunch of other stuff here, before interface click ends

if(Interface==NAME){//replace name with gui name or number of
//your gui

if((button==x)||(button==y)){//x and y are object numbers for
//button and text box (object num. explained below)

GetTextBoxText(NAME,x,buffer); //replace name with gui name,
//replace x with text box object number, which can be found by
//clicking on the button object and then looking for the object
//number in the little blue window.

roomnumber=StringToInt(buffer);
if(roomnumber<x){//replace x with max room number+1
NewRoom(roomnumber);

MoveToWalkableArea(GetPlayerCharacter());
}
else{
display ("That's not a valid room number.");
}
}
}

Phew!
#120
Hints & Tips / Re: Stuck in FOW
Mon 25/10/2004 00:07:03
I'm stuck near the end.
Spoiler
I'm in the place with the asagaroth guy or whever he's called, the guy behind the whole plot. I can't figure out how to kill him, and I can't seem to leave the room.
[close]

Nevermind, I figured it out, but there's a bug.
Spoiler
When you get killed by asagaroth you can just click ok and keep playing, when they death window thingy comes up.
[close]
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