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Messages - Goot

#201
Go to general settings. Make sure 'automatically move character is walk mode' is checked. It probably isn't for some weird reason. Also, maybe you're using a different cursor mode which has somehow ended up with the walk picture. Oh, and make sure that guy is the player character.
#202
Thanks. That worked.
#203
I have this really weird problem. I've set Play Sound on Score to 0, but whenever I call GiveScore(x); it doesn't play the sound. At first I thought it might be because the game is blocked afterwards, but even if it's the only thing in the script, it doesn't work. The weird thing is, when I do PlaySound(0); it works. I tried using the normal interface, without scripting, just doing game-add score and it still didn't work. Does anyone know why this might be happening?
#204
That worked. Thanks
#205
Advanced Technical Forum / Re: Two questions
Thu 26/08/2004 05:42:26
For your first question:
All the dialog options are displayed in the player character's talking color. Therefore, you can't really do what you asked for unless you make a completely customised dialog, using GUI buttons with different font colors, and a bunch of complex stuff which I'm not sure if you knwo how to do.
Got the second question:
If the player is moving the character around it will be very hard to do. But it it's a cutscene you can use this script:

int speed=//insert initial character speed//;
while(speed<//insert max speed here//){
MoveCharacter(GetPlayerCharacter(),coordinates of destination);
Wait(10);//or whatever value you choose, lower numbers mean
//faster acceleration, higher mean less-choppy animation
StopMoving(GetPlayerCharacter());
SetCharacterSpeed(GetPlayerCharacter(),speed+1);
speed++;
}
#206
That's the script for the save button. The ones that are fuzzing out are the ones in the normal GUI with look, talk, and all that. They are fuzzy in the screenshots for the save games. I want buttons to fuzz out when disabled, and they shouldn't be disabled with this script.
#207
Oh, that worked. Thanks.
#208
I think this is because the game is paused while you click an option. I'm not sure what you can do about this.
#209
Do you mean you want want the pointer during the dialog or after. I've always had it automatically change back to the talk cursor when a dialog finishes. Maybe it's got something to do with how you started the dialog.
You can always put in repeatedly execute:
if(GetCursorMode()==6){
SetCursorMode(3);
}
#210
I made a save game GUI that shows screenshots but whenever I save the game it always makes the 'set cursor mode' GUI buttons fuzz out for the screenshots. The weird thing is that after I changed them so they're not set cursor mode, it still makes the same buttons fuzzy. Here's my code for saving the game:

slot=select;
     InterfaceOff(3);
     InterfaceOff(0);
     InterfaceOn(1);
     SetCursorMode(1);
     HideMouseCursor(); //I thought this might be the problem so
     InterfaceOff(2);      //I took it out and the thing still didn't work
     UnPauseGame();
     Wait(1);
     SaveGameSlot(select,buffer2);
     Wait(1);
     SetCursorMode(1);
     ShowMouseCursor();
     InterfaceOn(0);
     if(s1>0){
     DeleteSprite(s1);
     }
    if(s2>0){
     DeleteSprite(s2);
     }
    if(s3>0){
     DeleteSprite(s3);
     }
    if(s4>0){
     DeleteSprite(s4);
     }
    if(s5>0){
     DeleteSprite(s5);
     }
    if(s6>0){
     DeleteSprite(s6);
     }

Is there anything in here that might make this happen?
#211
The title says it all: How do you change the position of a custom dialog GUI. It always seem to put it in the middle of the screen but what if you want to make one like the standard one with a different color sceme? Is there a function/variable for changing position/size of text box GUI's?

Thanks for any help you can give me.
#212
Did you actually save the game? You didn't say you did.
#213
Hints & Tips / Apprentice II walkthrough???
Mon 16/08/2004 06:25:19
Is there a walkthrough anywhere for Apprentice II? I'm really stuck.
#214
How would I create one. I'd have to make some sort of database that stored all the button graphics when they were set. It would be easier just to set a bunch of integers. I don't see how you could make a custom GetButtonPic.
#215
I need to be able to find out the graphic of 6 different buttons. If I have to use integers, it makes everything a lot more complicated. Is there a GetButtonPic function? There doesn't seem to be in the manual.
#216
You didn't close the bracket for the scroll up script. That's why scroll down isn't working, because it's inside the scroll up bracket. Your script should be:

if ((button == 6) && (game.top_inv_item > 0)){
      // scroll up
game.top_inv_item = game.top_inv_item - game.items_per_line;
      }
if ((button == 7) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
game.top_inv_item = game.top_inv_item + game.items_per_line;
}
#217
You'll need to make a bunch of integers for the player's stats and stuff which can can display on a GUI with lables (when you open the GUI, set each lable to the guy's status) If you want the player's health or some other stat always above the guys head you can use a text overlay or raw functions. Check those out in the manual. You'll need integers for the monster's stats too and when you use an inventory item on him you can have a script like:
if(character[GetPlayerCharacter()].activeinv==x){//x is the
//weapon number
if(monsterarmour<damage){
monsterhealth=monsterhealth-damage+armour;
}
}

then when it's the monster's turn, you can do

int random=Random(3);
if(random==0){
{one possible attack here}
else if(random==1){
{another possible attack here}
and so on...

something like that should work, depending on how exactly you want it to work.
#218
I'm making a custom save/load screen and I want the player to be able to type in the name of a game, and then be able to make a list of those names rather than the actual filenames (agssave.xxx). Originally I did a ListBoxDirList but that just displays the filenames. Is there a way to save the name with the save game so it can be accessed without loading that game? Has anyone else here made a custom save/load screen? How can this problem be solved?

Thanks for any help you can give me.
#219
I'm not exactly sure what you mean by 'I don't want to make more of these in the same room.' Do you want to use that script for multiple hotspots. If so you can make it a function. Put in the room script, after defining variables:

function x(){
if (my_counter == 0) {
  DisplaySpeech(EGO,"xxxxxxxxxxxxxx");
  }
else if (my_counter == 1) {
  DisplaySpeech(EGO,"xxxxxxxxxxxxxx");
  }
else if (my_counter == 2) {
  DisplaySpeech(EGO,"xxxxxxxxxxxxxx");
  }
if (my_counter <2) {
  my_counter ++;
  }
}

whenever you want to use it in a script, put x(); or whatever you made the function name. I also added else if's in there to make it neater. It doesn't make much difference but it's more efficient if the computer doesn't have to check each statement everytime...whatever, it doesn't really matter.

Hopefully this will help.
#220
You coudl try putting Wait(1); after process click.
What do you mean by 'it passes 0 to process click'?
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