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Messages - Hellomoto

#1
Most of you won't know me, but I'm in.
#2
I thought I had the latest version. I managed to get around the import problem, by modifying the mirc file extensions a bit.
#3
Whenever I export a character, it creates it as a mirc file. I'm guessing it uses the same extension or something. All the same, it still has the same file contents as it should. However, when I try to import the character again, it doesn't show up in the file selection box.


I'm using version 2.62 beta.
#4
For crossing walkable stuh505, you could just use an extra walkable area at the block where they cross, then just turn off the ones around it. It would take an extra walkable area, but its more than likely that you'd have enough all the same.

Also, that function would be very useful. Especially if you could use an overloaded version, to allow multiple characters to be dissallowed at the same time. But thats not important.
#5
I know that its possible to turn walkable areas on and off etc. But is it possible, to have multiple characters, each moving at the same time, in its own walkable area. Completely independently of other characters walkable areas.

I'm trying to think of a suitable analagy. But the best I can think of, is, if a game takes an over head view and you character can only walk over roads. However, you also control a plane, which can fly over anywhere that the other character can, but also the rst of the background. However, each character can in fact move at the same time. If they did not, then I could turn on and off certain areas as is appropriate, but I need to have the characters moving at the same time. So, I need for all of the walkable areas on at all times (unless theres some way around this). Also, all of the characters need to remain characters, I can't turn them into objects and control them like that, because there is a lot of character interaction etc.

Thanks in advance.
#6
It might not work, but try looking up strcomp in the manual. I think it has something to do with the fact that strings are not actual variables, but arrays, so you have to use a special function to check if to strings are equal.

In AGS, I think its strcomp, but I might be wrong.
#7
Your display didn't have a capital
#8
I get the same thing when I open the help menu from inside AGS, but not if I open the two seperately.
#9
Advanced Technical Forum / Re: Flashing light
Wed 03/11/2004 16:42:35
I don't know the exact function names, cause I don't have the files with me.

But this could be done, using the Random(int) function.

First of all, you would need to put all of the possible lighting frames, into an animated background.

Then, you would use a code, looking something like this:

Code: ags

//The room's Repeatedly execute

if (IsTimerExpired(1) == 1){

SetTimer(1,Random(80));
frame = Random(4) //however many frames you have - 1

}

if(frame == 0) SetBackgroundFrame(1);
if(frame == 1) SetBackgroundFrame(2);
if(frame == 2) SetBackgroundFrame(3);
if(frame == 3) SetBackgroundFrame(4);
if(frame == 4) SetBackgroundFrame(5);



That will probably have to be modified, for timing etc. cause I dodn't have everything with me. Its normally 40 frames per second as far as I know. So that should change the frame every, up to 2 seconds. Also, its assuming you have five different frames, but it shouldn't be too hard to get to work. Sorry if it doesn't though.
#10
Depending on what you are creating, this could take a lot of AI, especially if you want the computer to have a fighting chance.

You would have to be more detailed in your description of what you are doing.
#11
Heres the list as I know it:

Deleted as it was the wrong list and it was kinda long. If I can find the right one, I might post it again. Sorry

#12
Is this an interface for you to use whilst debugging, or for a player to use?

If it is for your own use, then, you could use the above function, however on the line:

Code: ags

if(roomnumber<x){

change it to the following code:
Code: ags

if((roomnumber<x) && (roomnumber < 2) && (roomnumber > 100))


that should work.


However, if the interface is for a player, you would be better giving each room a name (unless you have given a list of available rooms, in which case, you could still use the above code). Giving each room a name could be done in numerous ways. The simplest of which would be to add a textbox and then the following (or similar) code

Code: ags

string room;
GetTextBoxText(teleport GUI name or number, Text object number, room);

if((room == "Engine Room") || (room == "engine room")){ //or other possible variations which could be entered
NewRoom(room number);
}
else{
   if((room == "Brig") || ("brig"){
      NewRoom(room number);
   }
}


repeat the above if statement for other possible rooms, changing the possible entry's

Once you have entered all of the possible room names and room changes, add the following code

Code: ags

else{
   Display("The room name you entered does not seem to exist");
   SetTextBoxText(GUI number, text box number, "");
}


You could always set a default room to go to, if the entered room cannot be detected.

There are of course better methods of solving the same problem, however that seemed the simplest. I would reccomend using the AGS parser to check the entered string, otherwise your script could become very long and untidy.

However, the advantages can be great, you only need define the rooms which you want the player to be able to reach, which would stop them from accessing rooms like the closing sequence or other screens which you do not want to give access to. Also, you would gain the ability, to add new rooms to the list, when a condition becomes true.
#13
The key list shown in the AGS manual is the key_codeing as used by the majority of keyboards, this might mean that your keyboard is not configured in the same way, that this list is set, I do not know where a key code list is held on your computer, but try looking on the settings for your keyboard. I might be wrong however.
#14
The syntax for a C do while loop is

do{
...
} while(...)

if you read the code which is above, insert a bracket after each 'do' and change 'loop until' to the '} while' putting the comparison which does follow, inside paranthesie.

Could you not access the clock which is on your system, using a c function, I do not know if AGS would support such a function, the milliseconds on your system are measured from a date at some point around 1977, although I am not sure. If you could acces this number at the point from which you wished to begin the count, and continuously access it, until a test against the figure to which you wished to measure, you could, fairly accurately measure a millisecond. However, this would be very system intensive, as the test would need to be carried out at a very rapid rate.

The issue does arise again, of the fact that this would again depend entirely of the frame rate of your game. I cannot post code for this, as do not know f the functions required are available.
#15
Advanced Technical Forum / Re: Walkable areas
Mon 25/10/2004 23:49:31
Thank you very much for that link. I have not yet had time to implement the code, however it seems very interesting. Is this the same or similar idea as is used for AGS?
#16
Advanced Technical Forum / Walkable areas
Sun 24/10/2004 16:38:34
Last year I started writing my own adventure game engine, mostly it worked, however, on creating walkable ares, the whole thing needed to be reprogrammed to incorporate the new areas. I was just wondereing how the script in AGS determines the route which a character takes to get to a different point on the screen. I can understand what happens,  just never figured out how it happens. Could some one help please. I would be very grateful.



Sorry about the English
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