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Messages - Gribbler

#1461
Ok, so I partially found a solution for the text displaying. I created a label gui and defined it to always be visible at the bottom of the screen. Now what to do to make the description text be visible on it? I know that function

Description.GUIMode(GUIControl *gc);

is for it. I disabled the overlay btw. But I don't know how to configure this to display the text on my label.
#1462
Someone suggested that it would be better if I ask module questions here, in its own thread, not in beginners section. So here goes:

Q1: Where can I enter coordinates for sticky mode description? I want the description text to be displayed at the bottom of the screen.

Q2: I'm using default AGS gui. When I open inventory screen and move cursor over an item the description text is displayed "behind" the inventory gui. What should I do to display it on it. Or maybe what should I do to hide inv gui when looking on a inventory item, then character says some text about it and inv gui shows up again. That would be great solution cause now character's text about an item (when looking at it in inv gui) is displayed on the right side of the screen (even if character is standing on the left side).

Now before RTFM-kinda-answers... I read it ok, and I don't get it that much to find the solution on my own:-)
#1463
Q1: Where can I enter coordinates for sticky mode description? I want the description text to be displayed at the bottom of the screen.

Q2: I'm using default AGS gui. When I open inventory screen and move cursor over an item the description text is displayed "behind" the inventory gui. What should I do to display it on it. Or maybe what should I do to hide inv gui when looking on a inventory item, then character says some text about it and inv gui shows up again. That would be great solution cause now character's text about an item (when looking at it in inv gui) is displayed on the right side of the screen (even if character is standing on the left side).

Now before RTFM-kinda-answers start showing up... I read it ok, and I don't get it that much to find the solution on my own:-)

#1464
Well, yes I found that page and that particular piece of info but still I don't know where to put it and what numbers to use:) Im sorry, Im rather new to scripting. Now Im thinking maybe I should ask the question in the beginners section:)
#1465
How can I change the font of decription text? I want it to be a bold one, like the one within the ags fonts (font 2).
#1466
Only one thing: MI & FOA GUI Template.
#1467
So the final version of AGS 3.0 won't get classic SCUMM template (MI and FOA style)? Damn. I was so much looking forward to that...:( I'm working on a game for some time now and I can handle everything: backgrounds, animations, cutscenes etc. but I cant't figure out coding enogh to built my own SCUMM gui. The one that monkey_05_06 did for 2.72 was great. I was hoping that in 3.0 there will be one buit especially for that version. Don't get me wrong, I'm not bitching about 3.0 and all, it's a fantastic editor. And verbcoin is great too but to add that real Lucas-Arts feel to it you really need to have SCUMM...
#1468
Wow! Great verb coin GUI template! I'm going more into retro-style gui, can't wait for monkey_05_06's Monkey Island GUI to be included with soon to come final release.
#1469
Monkey Island and Fate of Atlantis classic scumm template would be great! I would really really like to see it included in new AGS! That would be fantastic.
#1470
damn... I just read earlier posts by Monkey Entertainment. I got exactly the same message.
#1471
I couldn't copy it so I took a screenshot and sent you via e-mail. Check it out. When I click on "OK" button the game closes and returns to the editor...
#1472
I suppose I should use ScrollingDialog.Start command so it would look like this:

Code: ags

// script for Character 0 (YGUY): Talk to character
player.Walk(142, 119, eBlock);  
player.FaceLocation(220, 113,eBlock);
gMain.Visible = false;
ScrollingDialog.Start("merchant");


The game compiles with no errors but when I'm trying to "talk to" the character the game crashes...

the dialog setup looks like the one you provided:

Code: ags

static void ScrollingDialog_SetupType::InitializeText() {
  // set up your dialog text here!
  ScrollingDialog.SetOption("merchant", 0, "this is option 0 of topic 'merchant'");
  ScrollingDialog.SetOption("merchant", 1, "How much for those fine leather jackets?");
  ScrollingDialog.SetOption("merchant", 2, "How much for the glass eyeball?");
  }

void ScrollingDialogType::RunInteraction(String topic, int option) {
  if (this.GetSay(topic, option)) player.Say(this.GetText(topic, option));
  // set up your dialog interactions here!
  if (topic == "merchant") {
    if (option == 0) { // "this is option 0 of topic 'merchant'"
      cBum.Say("That's great. Thanks for telling me.");
      cYguy.Say("You're welcome.");
      }
    else if (option == 1) { // "How much for those fine leather jackets?"
      cYguy.Say("They're on sale! They're only a hundred dollars a piece!");
      cBum.Say("I'll take eight!");
      }
    else if (option == 2) { // "How much for the glass eyeballs?"
      cYguy.Say("25 cents a pieces.");
      }
    }
  }


#1473
I get the idea now, i think:) How can I run the dialog from the game? In the previous version of your module it was something like this:

// script for Character 1 (someguy): Talk to character
gMain.Visible = false;
ScrollingDialog.Run(0);

now it doesn't work cause it doesn't recognize "run".
#1474
Hi

I need help with Scrolling Dialog 2.0 by monkey_05_06. I was previously using ver 1.21 and I new how to handle it, but with 2.0 I even don't know how to start dialog in game script. Everything's changed.

it now looks like this:

static void ScrollingDialog_SetupType::InitializeText() {
  // set up your dialog text here!
  ScrollingDialog.SetOption("new topic", 0, "this is some text");
  }

void ScrollingDialogType::RunInteraction(String topic, int option) {
  if (this.GetSay(topic, option)) player.Say(this.GetText(topic, option));
  // set up your dialog interactions here!
  if (topic == "new topic") {
    }
  }

Can someone provide short demo code on some default dialog?
What commands use? And how to start dialog in game using plugin's commands?
It's essential to me to use lucas-arts-style dialog cause it's integral part of monkey's GUI template. Please can someone help?
PS And yes I've read the manual. And I still can't quite figure it out...

#1475
Hi

Could someone provide an example on how to define and run dialog in game?
---------------------------------------------------------------------------------------------------------
static void ScrollingDialog_SetupType::InitializeText() {
  // set up your dialog text here!
  ScrollingDialog.SetOption("new topic", 0, "this is some text");
  }

void ScrollingDialogType::RunInteraction(String topic, int option) {
  if (this.GetSay(topic, option)) player.Say(this.GetText(topic, option));
  // set up your dialog interactions here!
  if (topic == "new topic") {
    }
  }
--------------------------------------------------------------------------------------------------------

maybe some demo code?
I have read the manual but I just can't quite figure it out...
#1476
Hi

Do you know maybe what's the best LucasArts style GUI available now? The one with the minimum glitches. I know there's good one by monkey_05_06. But which one woud you recommend guys? I assume you're the experts on the subject in this thread.
#1477
Thank's a lot. It worked perfectly well.
#1478
I'm totally fresh with scripting here so don't laugh me off. I want and inventory item (1) to contain another item(2) so when a player looks item1 (in any room in the game) he will say that he found something in it and receive item2. When he will look again he will say that there's nothing more in it. Here's my code:

// script for Inventory item 5 (shirt): Look at inventory item
  if (key_in_shirt == 0) {
player.Say("Yuuck I hate green color.");
player.Say("Hey there's something in a pocket.");
player.AddInventory(iKEY);
player.Say("It's a key!");

}
if (key_in_shirt == 1) {
  player.Say("There's nothing more in a pocket.");
}


I also put this in Global Script:

int key_in_shirt;
export key_in_shirt;


With the above code Player gets intem2 every time he looks at item1. What should I change to make him say that there's nothing more and not to receive item2 any more.
Big Thanks in advance to any response!
#1479
that worked, dialogs work fine and yeah arrows GUI isn't working and the black rectangle is still hiding dialog topics. But I managed to avoid this very simple way: I changed X-position of DialogGUI by 20pix to the right and now they are visible. There's a small 1,5cm gap between left edge and text but it's acceptable:) I will be checking forums for your module's updates. Thanks a lot for help bro!
#1480
Ok, I get it now how to write a dialogue in your module. I deleted "/*" signs in demo code included in module_setup script and replaced cMerchant with my character's name just to see how it works withoud messing with it deeper (adding more topics etc.). The result was that there were no arrows on the left. Well there shouldn't be any since there were only two options and nothing to scroll but the options' text was covered on the left by the black vertical rectangle. Here's code:

static void ScrollingDialog_Setup::Initialize() {
  /* set up your dialogs here! */
  // DEMO CODE //
  SetDialogGUIs(gDialog, gDlgarrows);

  SetDialogText(0, 0, "Who are you?");
  SetDialogText(0, 1, "Tell me more about your wares.");
  SetDialogText(0, 2, "Bye, see you later.");
  SetDialogText(1, 0, "How much is a jacket?");
  SetDialogText(1, 1, "How much for a fake eyeball?");
  SetDialogText(1, 2, "That's all for now.");

  }

static void ScrollingDialog_Setup::RunInteraction(int topic, int option) {
  /* place your interactions here! */

  // DEMO CODE //
  if (topic == 0) {
    if (option == 0) {
      cGuy2.Say("My name is Derek, and I'm a local merchant.");
      cGuy2.Say("I can sell you all sorts of things.");
      }
    else if (option == 1) {
      cGuy2.Say("I specialise in selling various random items.");
      cGuy2.Say("My jackets and fake eyeballs are popular.");
      }
    else if (option == 2) {
      cGuy2.Say("Do pop by again sometime.");
      mouse.Mode = eModeWalkto;
      }
    }
  else if (topic == 1) {
    if (option == 0) {
      cGuy2.Say("A fine leather jacket - for you, just $200!");
      player.Say("That's a bit expensive, isn't it?");
      cGuy2.Say("Not for this Sir, it's hand-made by my wife.");
      player.Say("Oh, ok then.");
      }
    else if (option == 1) cGuy2.Say("A perfect joke item, the eyeball is just $3.99");
    else if (option == 2) cGuy2.Say("Very well.");
    }
  }

Also when in game I choose any option characters say their text and then nothig happens, dialogue doeasn't return to other options.

In cGuy2 "Talk to character" interaction I wrote:

gMain.Visible = false;
ScrollingDialog.Run(0);

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