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Messages - HSIAMetalKing

#1
Thanks everyone! Got it working now.
#2
I keep getting errors-- usually "Unexpected '{'", though I think I placed everything in the right spot. Here's what the global script looks like

Code: ags
{// this line before rep_ex:
int troom, tobj;}
function repeatedly_execute()
{// the following inside
  Object*o = Object.GetAtScreenXY(mouse.x, mouse.y);

  if (o == null) {
    if (troom == player.Room) {
      object[tobj].RemoveTint();
      troom = 0; tobj = 0;
  }
  else {
    if (o.GetProperty("tint")) {
      if (o.ID != tobj) {
        o.Tint(150, 150, 0, 100, 100);
        tobj = o.ID;
        troom = player.Room;}}}}}
      
  // put anything you want to happen every game cycle here
}


My terrible lack of experience is disturbing-- I'm sure I made a noobish mistake. >.<
#3
I want to create a custom property for objects that will execute:

object[1].Tint(150, 150, 0, 100, 100);

when the mouse is over the object, and will

object[1].RemoveTint();

when the mouse is not over the object. I have not been able to find any part of the manual that deals with mouseover scripts for anything other than GUI buttons-- so any help would be greatly appriciated!
#4
Ran a search to find the answer-- couldn't find anything, so...

I have a room with a button in the middle. When the player interacts with the button,

Object - Switch an object back on (1)
Object- Set object view number (1,11)
Object - Start object animating (1,0,7, True)
Object- Move object (1, X, Y, [speed], True)

The object that I am turning on is placed slightly off screen before it moves in from the left side, going towards the right side. At first I thought my problem was that it was off the walkable area, but even after I moved it "on screen" and tried to test getting the object to move, I still had this problem:

The object moves -way- too fast! No matter how high I set the speed (set it at 1000 once just for kicks-- it still zoomed across the screen), it is still too fast. For the sake of the game, the object needs to be on screen long enough for the player to clearly see what it is for a few seconds-- what can I do to fix this?
#5
Ahh, thanks for the help guys! Problem solved.
#6
This probably has a very simple answer... but I can not for the life of me figure out what to do. >.<

I want an object in my game (a door) to appear after two inventory items (milk and cereal) have been used on an object (bowl).

I understand how to use the two inventory items on the bowl using conditionals, but what I don't know how to do is make the door appear AFTER I've used both of them.

Any help at all would be greatly appreciated.
#7
Beginners' Technical Questions / Re: Game Over
Thu 17/01/2008 02:22:30
Phew, I thought the answer would confuse me. I get how it works now-- thanks so much!
#8
This is probably a question that is asked a lot-- although I did run a search through the forums, the wiki, and the F1 help file and couldn't come up with an answer.

What is the most common method for creating a "game over" screen, during which appears a "save/load" option? Specifically, I want the screen to appear when a character steps off off screen in a particular direction.

I'm very new to AGS, so I'll appreciate any help I can get-- even if it's just a direction to a resource where I can read the answer.
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