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Messages - Hans

#21
I knew it was simple!
Thank you!
#22
I have a very big hotspot and I want my character to face the point where you clicked on it. Is there a way to use the clicked place's coordinates as the coordinates that have to be faced?
#23
That's it!  :D
That's exactly it!

**--__--** ((TOPIC LOVED)) **--__--**
#24
My last topic was locked. But I'm still wondering why my dialog script doesn't work!

The code is:

@S  // dialog startup entry point
@1  // option 1
Ego: Nope...
option-off 1
option-on 2
stop
@2  // option 2
Ego: I don't think so.
option-off 2
option-on 1
stop

Why doesn't it start option 2 the second time?
#25
I want dialog option 2 to turn on, when option 1 runs (and 1 off).
I can't use scripts like:
dialog[1].SetOptionState(2, eOptionOn);
in a dialog script.
What to do now?
How can I use normal scripting in a dialog?
#26
I wan't the door to be closed when I enter the room.
So I now have (before fade in):

object[0].SetView(7,0,0)

Only that. Animating and stopping the animation (even eOnce) is not necessary. SetView(view,loop,frame) does the same thing.

But how do I use object.Graphic ? (And that's supposed to be before fade in right?)
Or is that obsolete?

By the way: I forgot to tell that setting the default graphic for the door as closed and leaving it alone does not work. That's because the door animates (and opens) when I leave the room and when I come back in the room, the door is still open.
#27
This has already helped me a lot. Thank you.
I know 'some sort of error' is not too specific, but I assumed that you could see, what's wrong in the code.
"After fadein" did it. Thanks again.
#28
I have a problem. I want an object to change it's look, when I enter the room, but that causes some sort of error. The script is:

  // script for Room: Player enters room (before fadein)
object[0].SetView (7);
object[0].Animate(0,0);
object[0].StopAnimating();

What is wrong?

I was making a door, that is supposed to be closed every time I enter the room. Is there another way to do that, if this one is wrong?
#29
Because I've never done that before and I don't know how.  ;D
#30
You're right. Noobs don't even use Run script... Unless they want to do something that's not possible with the Interaction Editor, just something simple, like turning your character! And then they have to learn scripting...
*sigh*
I'll stop posting on this topic now (, but I am still wondering..).

Thanks a lot  for all your reactions!
#31
I know that it doesn't seem relevant, but I am really fascinated by this. If it isn't done on purpose, why is it still there? You see, I think it is done on purpose, because it doesn't make sense to still have that sort of bugs in this version of AGS. So why is it like that? And you keep saying your own ideas, but nobody really does know the answer.
If it is a bug, it should be repaired. Yes, yes... It is not a big problem (for you), but if it is a bug, it is a bug! And bugs have to be repaired. And what about noobs? Isn't it a problem for them? Like this, it's almost impossible for them to avoid scripting.
If nobody knows the answer, the reason, the positive side of it... why not change it?
#32
I am sorry that I am going to post again, but there are no new reaction. Does this mean that nobody really knows the exact reason for all this?
#33
Okay... I'm sorry. I mixed "first" and "last" up. You're right when you say that Dialogs are the last in scripts.
But that doesn't count for things like cEgo.Say("Hello"); .
That will be done in the right order.

So if you want a dialog to start and something to happen after that, you'll have to make a second "Run script". But why? What is the purpose of it?
The interaction editor may be for noobs, but when you want to make a good program, you also want that tot work good if it really isn't done by purpose. And it looks so unlogic. It looks like it has been done with a purpose, because else it would probably just run in the right order. Wouldn't it?
Is there anyone who knows why dialogs are run last in a script and why scripts are run last in the interaction editor?
#34
Quote from: Ishmael on Mon 08/01/2007 10:16:54
Dialog.Start runs last so the script block can finish before the engine starts parsing the dialog out, so it doesn't have to retain the old code suspended in the background when for example running dialog_requests, I believe.

I think you're missing my point. "Dialog.Start" doesn't run last, when placed in "Run script". I am talking about that noob thing without any codes. If you have first "Run script", that makes the character turn and second "Run dialog", that starts a dialog, the script will be the last to be run. This makes the character turn after saying something.
Why is the "Run script" always the last to be run?

(Not important: Dialog.Start IN a "Run script" is not last. That one is done in the right order.)
#35
Thanks. I think that this could help a lot of people with my problem a little further. Thanks again.
**--__--**(TOPIC SOLVED)**--__--**
#36
That's exacty what I mean! It looks really stupid to see a big ogre for example stand in the wall, because his feet are coming outside the walkable area. Is there a way to tell AGS how wide the character is?
#37
Maybe there is no good reason and maybe it would be best to advise Chris about this. What do you think? :D
#38
I have a large character, and he is so big that his "body" come outside the walkable area.
Editing the walkable area (making it smaller) isn't possible, because there also are small characters, that wouldn't be able to walk there anymore if I did so.

What to do now?
#39
Wait(1); doesn't do it. The character still turns after the dialog.

EDIT:
YES!!! That's it!!! It should be something in the script!
This does it:

  // script for Character 0 (Worm): Look at character
cEgo.FaceLocation(player.x,player.y+10,eBlock);
dTopic.Start();

Why isn't it just made to do it in the order I put it in?
Id really like to know the positive side of this.
#40
It's like this:

- The character Roger
- "Interaction..."
- Under "Look at character":
     - "Run Script":
                   // script for Character 0 (Roger): Look at character
                  cEgo.FaceLocation(player.x,player.y+10,eBlock);
     - "Game - Run dialog"

The problem now is that the character turns AFTER saying his tekst.

What wrong?
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