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Messages - Ishmael

#3141
Try:

When the guard and player are moved:
MoveCharacter(EGO,100,200); // presume moving player to point 100, 200.
MoveCharacter(GUARD,130,200); // the guard moves 30 pixels right of the player
while character[EGO].walking Wait(1);
MoveCharacterBlocking(GUARD,300,120,0); // presume the guard's original position is 300, 120

Any luck?
#3142
AJA, you have big house, why not invite all the Finns there? ;D We could watch teh SW movie???? :D

(I got my flag on the same town as AJA's, but the exact aiming of them is a bit hard...)
#3143
You mean CJ? ;D

I believe those error come up when you screw something up, like delete the spriteset and try to view the Views... Which causes a load of error messages, and, somekind of memory filling or something?
#3144
Advanced Technical Forum / Re:error message
Tue 09/09/2003 05:11:26
What were you doing when you got the message? Tell us, and we can, maybe. ;)
#3145
Btw. Can you run something like RunInventoryInteraction(3,MODE_INTERACT); ? Just curious...
#3146
Yes... And, at least partly relevant, Tiled import over sprites. If you have imported a tiled animation, you could replace it with tiled import.
#3147
This is a bit more complicated one, and you might see if you can get any out of the Demo game's keypad...
#3148
I have several times tried to fiddle around with the FadeIn() and FadeOut() functions, but never got good results, so I suggests you do:

Set Transition style to Fade, and if you want the game to use a diffrent transition, just set it with SetScreenTransition() script command after the intro.

Make the all rooms, yes, and in the "Player enters screen (after fadein)" put "Run script":

Wait(delay); // Set delay for the amout of game cycles you want the game to wait before moving on
NewRoom(next); // Where next is the number of the following room.

---

And in the first rooms "Player enters screen (before fadein)" you can put "Run script":

HideMouseCursor(); // to hide the cursor, so it won't bother the player
GUIOff(name); // as many times as many GUIs you have initially on
StartCutscene(skip_with); // where you put a number in place of skip_with to set how the cutscene can be skipped:

1  by pressing ESC only
2  by pressing any key
3  by clicking a mouse button
4  by pressing any key or clicking a mouse button
5  by pressing ESC or clicking the right mouse button


And in either the last intro room "Player leaves screen" or the fourth room "Player Enters Screen (Before fadein)" the same "Run script":

ShowMouseCursor(); // so the player don't need to quess where the mouse is
GUIOn(name); // to put the earlier off turned GUIs back on, if needed allready
EndCutScene(); // to end the cutscene. The code skips here, if the player skips the intro

---

And in all those rooms, you probably want to hide the player character, and maybe disable load/save.

;)
#3149
It is there, in "Other Features" -> "Edidting the GUIs" -> "Customized Text Windows"... There's a load of text, and the second last paragraph tells this:

QuoteYou can also set a background picture for the text window. In the GUI editor, simply set a background picture for the GUI element. The graphic you specify will not be tiled or stretched in the game; however, it will be clipped to fit the window. You should use a graphic of at least about 250x80 pixels to make sure that it fills up the whole window.

;)
#3150
General Discussion / Re:Do you get any ?
Sun 07/09/2003 19:46:09
I do get a lot of stuff... and not so much of them are complaints. I belive I would get, if I wanted..... but the current sitiuation is for some odd, unknown reason enough for me...... (don't ask... I can't answer....)
#3151
Room script contains all the script you issue for an object, hotspot or room interaction, with the 'Run script' intreaction event. That's why I allways use it, It lets me edit all the interactions the same time, without having to browse through all the dialogs and stuff.
#3152
Adventure Related Talk & Chat / Re:Scripting
Sat 06/09/2003 21:27:19
Using the MoveCharacterBlocking, NewRoom, DisplaySpeech, while, and so on scritp commands does the thing.
#3153
Could the comptability (sp?) mode do any good?
#3154
Adventure Related Talk & Chat / Re:Scripting
Sat 06/09/2003 20:53:29
If you mean scripting intros is hard, I can say it's not SO hard... I did one, which five people have (hopefully) seen, and two of them has already (first typed 'allready' :P) has told me it's working perfectly....
#3155
Hmm.. couldn't see it.... gotta check it again... :P And maybe pinch myself...
#3156
hmm... I see the dialog editor useless when making this kind of thing.. You need ot manually create the dialogs and all in normal scritping.
#3157
Just curious... In what group is the GetMessageText function?
#3158
set-globalint 5 1 // in dialog scritp

// Talk to Charcter
if (GetGlobalInt(5)==1) {
SetDialogOption(3,2,1); // would enable option 2 in dialog 3
}
RunDialog(3); // you maybe want to run the dialog, too

Anyhelp?
#3159
I noticed this too... Every time a nwe MoveCharacter is ran, the characteris stopped. I see MoveCharacterPath does the same.... I see it logical that MoveCharacterPath should work, since you can us it to add waypoints to the characters path. If you use it in cutscene or so, does it stop the character and start it moving to the new point, without finishing the current set path?
#3160
Um... Do I have 1.65? I mean, does the current release have the floating oc thingy? Hm... "About"... maybe I'll try that... :P You got any idea what means when trying to add a command from the menu I get an error about "RichEdit"?
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