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Messages - Ishmael

#3181
This not quite what you explained of, but might solve the problem, in case it works.

http://kotisivu.mtv3.fi/tk/4butseq.txt

It's a bit messy, but you should be able to put the pieces where they belong... I hope I explained it well enough.
#3182
The "That should do it" and "Now THAT should do it!" lines by the cannibals in MI1 cracked me off... because of the little they were putting on with the hut door... ;D
#3183
I have had that problem also. What you could try (not tested, though):

in dialog point where you want to swich to another dialog:

run-script 2
run-script 3

or if 2 and 3 are in use, pick ones that are not.

and in dialog_request:
for run-script 1:
StopDialog();
and for run-script 2:
RunDialog(11);

might work, but I'm not sure, not at all.
#3184
to set GlobalInt 8 to 1, put

set-globalint 8 1

in the dialog script
#3185
No problem, glad to help. ;) And besides... I had nothing better to do then post into the forum... :P
#3186
"We are now live from the AGS manual, from the converstaions in Tutorials -> Setting up the game"

set-globalint GI VAL

Changes text script GlobalInt number GI to have the value VAL. This is equivalent to the SetGlobalInt text script command, and allows you to quickly set things without having to go through a run-script just to set an int value.

Whattayathink? And I think you kindof doubleposted..?
#3187
If I understood right, the first one is solved by putting a walkable area in the room which reaches cords 160x160.

The second one: The Command goes to game_start function in th global script.l
#3188
So... I'm working on a game, just a little one, and I have a beta version very soon ready... just need to go throuhg for any major bugs (in case any show up) and put in some hotspots and interactions.

So, my game, "The McReed Case" is a 320x240 res police game, and in the demo, which will be the beta version with all found bugs fixed, you get to play lke 4 first rooms.

So, anyone interested in testing, reply in this thead, or send my PM or email. I'll pick a few among the ones entered...
#3189
Sorry, I didn't notice the edit...
#3190
This can be done with

MoveCharacterBlocking
DisplaySpeech or CreateTextOverlay
NewRoom or NewRoomEx

and if you want it to be skipable, use StartCutscene and EndCutscene... Look for these commands in the manual.
#3191
In the script I wrote, when you select option 3, the current dialog is 'disbled', and number 3 enabled, so when you click the number 3, the dialog skips to topic 3 when you next time talk to him. If you haven't clicked number 3, then the current dialog will run. Someone else explain this......
#3192
Cursor Mode 5 is pick up.. you need to put that into use...
#3193
GetCurrentMusic
GetCurrentMusic()

Returns the number of the currently playing background music, or -1 if no music is playing.
Example:

if (GetCurrentMusic()==-1)
   PlayMusic(2);

will play music2 if no music is playing.

From the manual...


RTFM!!!
#3194
The resizeing is the only solution, unless you don't want to redraw all the caracters for the low res.
#3195
The scritp I wrote runs dialog 3 when you talk to him after saying the dialog topic 3. You see, when you talk to him that time, it skips to dialog 3, and dont display any options for the currrent, since all else exept the one containing the goto-dialog is on.
#3196
@S
return
@1
MAN: Hi...
option-off 1
option-on 2
option-on 3
return
@2
MAN: What do you offer for it?
EGO: I have nothing to give...
MAN: So forget it...
option-off 2
return
@3
MAN: So?
EGO: I'd like to know more about it
MAN: What do you want about it?
option-off 3
option-off 2
option-off 4
option-on 5
return
@4
MAN: See you...
stop
@5
goto-dialog 3
stop

as an example
#3197
I'm sorry to see, but most people unfamiliar with the dialog_request do it wrong...

It goes:

fucntion dialog_request (int drval) {
if (drval==1) {
// do what's meant to do when run-script 1 passed
} else if (drval==2) {
// do what's meant to do when run-script 2 passed
}
}

etc.

What do you exactly need to do with the value? If you need to set so when once taked to the wizard, the second time the player talks to him runs another dialog? This can be done by just adding one more option to the current dialgo, leaving it black, unchecking the 'show' and 'say' boxes and putting in the scritp:

@3 // or whatever number is the new one
goto-dialog x

Where x is the new dialog, of cource, and when the point is passed, where the new dialog is meant to become active, put enough option-off's to turn off all other options than the one we need here, and use option-on to turn it on.
#3198
What resolution your game is? It might be that a combination of a cheap card, high res and high quality music causes that... What bitrate the music is?
#3199
On my opinion, that is possible. I see no reason for it to not.... And when properly put up, I'tll make a nice interface, on my opinion.
#3200
In the button protopies, set the 'on click' to 'run script' and in the interface_click function put something like this:

if (interface==GUINAME) {
if (button==buttonnum) {
// code here to check if it was the right button
}
}

I'm not much of a in-the-air scritpter about these thing, but I'm sure SSH or someone will help you better then me...
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