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Messages - Ishmael

#2661
Dammit! Ok... thanks...
#2662
Version 2.55

I had some defines in the script header:

#define DIALOG 1;
#define LIST 2;
#define OK 3;
#define CANCEL 4;

[Using modified BlueGUI save/load scripts, credit to Rick]

and the functions have if's:

...
if (state == DIALOG) {
blah blah balh...
}
if (state == LIST) {
blah blah blah...
}

etc.

When I tried to complile, it game me error:

... Problem in "Main Script"
(Line blah) Error in expr near '1'
etc.

I changed the "DIALOG" in the if to "1", and the script was compliled.

I had call for the fucntion in interface_click:

if (button == 2) {
Load(DIALOG);
}

It gave the same error on the Load()-call line.

I changed the "DIALOG" to "1", and it worked aswel. The same for all #defined using functions. I can't use the #defines! Argh!

And, the same comes up with v2.56d. Are my game files somehow corrupted, or what is it? I'd like to know if someone knows this problem or even knows how to fix it.
#2663
I like the page, on this comp at least. This one's 1027x786, but my laptop (which I use mostly, as I have it connected to the internet outside of weekends, and the weekends I'm on this one) is 800x600 and I haven't looked at your page with it yet, so I can't tell... but it's great so far :D
#2664
Beginners' Technical Questions / Re:scripting?
Sat 06/12/2003 20:12:22
If you got MSN messenger, add me, and with luck we hit the net same time and I can advice you a bit. I got some experience (sp?) in that ;)

And ofcource you can PM me if you're desprate (sp?)...
#2665
That's the build-in inv... in the global script there's a function called show_inventory_window(); You need to modify this so it shows the custom GUI inv build into the game template. After modifying the script as the comment lines instruct, go to the GUI editor and modify the GUI called INVENTORY to suit your will.
#2666
AGS Games in Production / Re:The Scout's story
Sat 06/12/2003 19:33:35
Ah, eighth class history lessons, Finland's wars, world wars... and that load of videos... Hey, Indepence Day! Independence Day!

* TK raises the flag and plays Finland's national hymn with a bagpipe (although he doesn't know how to play a bagpipe, rather then owning one)
#2667
Ain't there a SetMousePosition(x,y) function? :P
#2668
Happy bd! Don't those look like eyes? In irc they do... b_d :P

Sixteen a good age... har, put it in swedish-english combo word... NO!

* TK bashes his head into a wall
#2669
I'm not sure did I exceed EFL GUI today... I was working on MRC2 GUI. Making sure that any possibly open other menu dialog would close when another is opened is piece of cake, thus I occasionally forgot to add if (IsGUIOn(blah)) blah blah... to EVERY function that needs it. But the Help-system took some time as the fraggin' arrow buttons wouldn't work or something... and the screenshot system, based on MRC's one, but taking a bit less space in the code due to some major cleanup I did, and of cource managed to jam the game a few times before the if and while were set up correct... oops! Am I flooding or something?
#2670
Thanks everyone. I delayed my reply to get in some update in aswel. I got the menus almost ready, with custom load/save, in-game help (quite suspend though), settings and the usual about/quit, all fitted to the style. I personaly think it's great, but what's with my opinion, as the artist is blind to their own mistakes.
#2671
but you can run on_mouse_click(), interface_click(), on_key_press() etc in scripts. I've done that with inteface_click()
#2672
AGS pre-selects the last used sprite in the view editor when creating new frames, right? And if the sprite number no longer exists, it would be logical to jump to the blue cup sprite, number 0. Right? This is what I've seen...
#2673
Beginners' Technical Questions / Re:echo
Sat 06/12/2003 14:44:07
in rep_ex?? every how many loops? why not trying PlayAmbientSound()?
#2674
You might have checked the "Hide player character" option in the room settings... That option disables the walk mode in the current room.
#2675
>:/ yeah, sure... but editing the messages through the global message editor is easier and cleaner... or not... :P
#2676
You need to check the "Always display as speech" option in the general settings to get those global messages to be displayed as the player character's speech.

Another option is to remake the interactions:

in the characters editor, go to your main char and click on the "Interactions" button, doubleclick on the "Look at...", "Interact..." and "Talk to..." options in turns and select "Run script" from the dropdown menu, and then click the OK button. when you have these three defined, go to the global script and add to it's start:

string egointact;

and then go to the bottom of the script where you should find functions like:

function character0_a() {
// look at character

}

or similiar (I don't remember the exact form). Add to every one some code as follows:

to Look:

GetMessageText(999, egointact);
DisplaySpeech(EGO, egointact);

to Interact:

GetMessageText(998, egointact);
DisplaySpeech(EGO, egointact);

and to Talk:

GetMessageText(997, egointact);
DisplaySpeech(EGO, egointact);

Hope this helps.
#2677
Advanced Technical Forum / Re:Dialogcolor
Thu 04/12/2003 15:22:45
As I can't find the thead once again, I must rely on my memory... If I remember correct, custom dialog GUI foreground color effects the highlight color, and the player character speech color effects the normal color of them... but I'm not sure about the built-in dialog option list highlight color.
#2678
I spent quite a time on MRC's elevator, the end scene and the screenshotting (has anyone used it? Notice it saves (should, I did test it a lot and it worked for me) all screenshots taken with F12 into a new file isntead of a static name... and F11 lets you type in the name... I forgot to document it...), but they were not difficult, just took time and effort...

EFL's GUI took time aswell, and the position scripts troubled me a bit as I had to calculate where the GUI should be to be set on certain x or y cordinate, and hte corners aswell... well, the script wasnt difficult... I just wasn't in a very mathy mood that time... And the end puzzle was hard, as I had to use a load of variables to check if the player had put the nuke into the analyzer and if the analyzer was activated and so on, and I kept loosing track of those variables.

But I haven't faced anything specially difficult yet... that reminds me...
#2679
I think the manual should document that some functions do not update the screen imidiately, and so need a Wait(1); to work as intendet.... just like the note of the blocking functions...
#2680
Corrupt? Reunzip AGS, and if it don't work, try defragging and scandisk...
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