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Messages - Goot

#241
You want the player to sell stuff to the shop? How exactly do you want them to do it?
#242
I have defined a custom function in my global script:
function lizard_come(int x,int y){
code here
}

Then I imported it in the script header. I then put this in a room script:

lizard_come(131,140);

When I tried to save the game I got an error message telling me I had the wrong number of parameters for lizard_come. Does anyone have any idea of why this didn't work? Does it have something to do with the fact I used x and y for my integers (The function makes a lizard come at coordinates x,y. That's why I used x and y.)
#243
Look up GUI in the manual. It tell you how to attach scripts to the buttons.
#244
Check out SetCharacterView and SetCharacterViewEx in the manual. I think you have set your dialog bullet point to a roger picture. Go to the dialog and click set dialog bullet point. Then choose sprite 0, the blue teacup.
#245
It's not too hard to change. Go into the global script into on_key_press. Wherever it says: QuitGame(1); replace it with InterfaceOn(int GUI); int GUI=the number GUI that the quit thing is.
#246
I know that, but I want the whole 4 tracks to repeat over and over, one after another. It's like I want to create a track consisting of all 4 played one after another.
Example:
Track1-track2-track3-track4-track1-track2-track3-track4...
Not:
Track1-track2-track3-track4-track4-track4-track4...
Is there any way to do this?
#247
Is there a way to set it so it goes though 4 different music tracks, goes back and plays them all through again, plays them all through again, and keeps on going? I know you can repeat one music track but I want to be able to repeat a set of 4.
#248
Is there a way to get the mouse room coordinates in a scrolling screen? At one point I remember seeing variables for how much the screen is scrolled, which you could add to mouse.x or mouse.y, but I can't seem to find them anywhere in the help section. Do scrolling variables exist, or is there another way to get mouse screen coordinates?
#249
General Discussion / A bug in Fatman
Tue 29/06/2004 06:20:41
I'm really not sure if this is the right place to post this but I couldn't find anywhere else to. In the AGS game, the Adventures of Fatman, there is a bug which allows you to get an infinite amount of points. When you talk to the donut store person, you get 1 point for saying something like "What do you have here" or something like that, after you have found out that she doesn't have anything to sell. If you constantly do this, you get a point each time. I finished the game with 201/103 points! If someone knows how to contact the game creator about this, please do so.
#250
I don't think there's a very simple way to do this. You could make a separate GUI for the top border, and put it above the one that the text is being displayed on. As for the font changing, I'm not sure of an easy way. You could go into creating your own GUI buttons for the dialog options with the text as a picture or maybe there's a function for changing game text. Look it up in the help section. For your question about stretching the GUI. Make an integer for the number of dialog options available, which is altered when you enable and disable them. Have different GUI's for different amounts, and there should be a way to change the GUI that dialog options are displayed on. If that doesn't work, maybe you can make move the GUI's position so it's top is where the options start and it's bottom is off the bottom of the screen. Maybe you could also display the dialog options on an invisible GUI and have the black area behind it be set. These are just suggestions, and I'm not sure if any will work. Just play around with them and try to get something to work.
#251
I haven't experimented with this but I think importing room intergers will create a separate interger for each room, with the same name. Therefore it won't really work.
#252
Advanced Technical Forum / Re: New Bug
Fri 25/06/2004 00:40:25
Oh, thanks. It was something that expected a room to be loaded. I've figured it out now.
#253
Advanced Technical Forum / Re: New Bug
Thu 24/06/2004 21:53:09
To add to what I said before: I saw the other string about similar error messages and I have checked to make sure I haven't done any of those things to screw it up.
#254
Advanced Technical Forum / New Bug (SOLVED)
Thu 24/06/2004 21:51:39
I got this error when trying to test a game:

---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x00416BCE ; program pointer is -42, ACI version 2.60.698, gtags (12,27)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and notify CJ on the Tech forum.

(Global script line 6)


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.
---------------------------
OKÃ,  Ã, 
---------------------------

What does this mean? Is there anything I can do to get rid of it?
#255
An object you pick up is different from an object in the inventory.
In the AGS editor, there are different buttons on the side, such as characters, room editor, game settings, palette.... One of them is inventory. Go there and define the inventory items. There are 2 preset for you, a key and a pink poster. You can add more by clicking on New Inventory Item or something like that, at the bottom. When you click on an inventory item in the list, a picture of the item comes up. Below there is a button for changing the picture so you can change the inventory item's picture to one of your sprites.
#256
Another point: I don't think you should be using function object 1a. You want to do it under any click on object, I assume you have made a special cursor for open.
#257
I'm not familiar with some of those scripting commands but I'm not too sure that   if (UsedMode("open")){ works. Have you been able to sucessfully use that command with mode open in other places? That's the only thing in the script that doesn't seem like I it will definately work. Also, when you're doing the global integers, you only need to do if(GetGlobalInt(int)==x){. You had some extra parenthesis in there somewhere. Also, make sure you have the right object number. The first object in the room is object 0, not 1.
#258
Ok, well, I'll just have to import them all in little boxes. Is there any way to do the yellow square thing? When you move the mouse over an inventory item, the pic. changes to the item with the square. How do you script that?
#259
Thanks. That worked, but now they're all really close together. Is there a way to space them out more, so that there's a certain amount of space between each one, without having to re-import all the inventory sprites so they're in the middle of a box?
#260
I don't think you understood the question. I'll try restating it better. In the custom inventory window, when you hover the mouse over an inventory item, a yellow box appears around it. That part I don't really need but it would be good if someone knows how to do it. The main problem is the clicking between inventory items and always having the one on the left be selected. The inventory items aren't on buttons, so I can't resize the buttons to have them not overlap each other. I think this might be a question for advanced technical questions, so if no one hear knows, I'll try posting there.
Thanks for any help you can give.
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