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Show posts MenuQuote from: BadBoyZ on Sat 14/01/2006 14:26:31Initially I was looking for a way to turn off moveable sections, but couldn't find one (I blame this on my OO background and being unable to think of any other way than say moveable_section[0].disable()).Well, as I wrote in the other thread, the commands you need are RemoveWalkableArea(); and RestoreWalkableArea();.
Quote from: DonB on Fri 13/01/2006 16:11:44If i import the frames into a view, and i do preview this loop, I can increase delay.. tho.. if i click this away.. its still the default 5 delay..The preview function of the view editor is only for previewing, altering the speed here won't affect the in-game setting. It's mainly used to e.g. check if a walk-cycle looks good and to figure out an appealing speed for later in-game use.
on_mouse_click(int button) {
...
Ã, if (button==eMouseLeft) {
Ã, Ã, ProcessClick(mouse.x, mouse.y, mouse.Mode);
Ã, }
...
}
on_mouse_click(int button) {
...
Ã, if (button==eMouseLeft) {
Ã, Ã, if (player.Room==x && certain conditions are met e.g. gate is open) {Ã, // <---- edit this line
Ã, Ã, Ã, ProcessClick(mouse.x, mouse.y, mouse.Mode);
Ã, Ã, }
Ã, Ã, else {
Ã, Ã, Ã, player.Say("Can't do that right now.");
Ã, Ã, }
Ã, }
...
}
function HelloWorld() {
Ã, Ã, Display("Hello World!");
}
function Main() {
Ã, HelloWorld();
}
Quote from: BlankLGPsm1081 on Fri 13/01/2006 01:59:02The whole thing is at an angle and it needs to be level with the viewers eyes, which it's not.
Quote from: ladymeba on Thu 12/01/2006 20:31:39Check if the resize function of your gfx prog has a Pixel resize option. At least that's what it's called in PSP.
there must be a way to do it without the funny edge problem....??
bool flying=false;
float x;
float y;
float dx;
float dy;
float mouse_dist;
function hit() {
Ã, Object *target;
Ã, target=Object.GetAtScreen(FloatToInt(x), FloatToInt(y));
Ã, if (target!=null) {
Ã, Ã, game.score++;
Ã, Ã, target.Visible=false;
Ã, Ã, // reset(target);Ã, // recreate target?Ã, Ã,Â
Ã, Ã, return 1;
Ã, }
Ã, return 0;
}
function repeatedly_execute() {
Ã, if (IsTimerExpired(1)) {
Ã, Ã, x=x+dx;
Ã, Ã, y=y+dy;
Ã, Ã, oBullet.SetPosition(FloatToInt(x), FloatToInt(y));Ã, Ã, //Ã, <---- bullet object: oBullet
Ã, Ã, if (Maths.Sqrt(x*x+y*y)<300 && hit(x, y)==false) {
Ã, Ã, Ã, SetTimer(1, 3);Ã, // 3: speed
Ã, Ã, }
Ã, Ã, else {
Ã, Ã, Ã, flying=false;
Ã, Ã, }
Ã, }
}
function on_mouse_click(int button) {
Ã, if (room==2 && button==eMouseLeft && flying==false) {Ã, Ã, // shooting-range: room 2
Ã, Ã, dx=IntToFloat(mouse.x-player.x);
Ã, Ã, dy=IntToFloat(mouse.y-player.y);
Ã, Ã, mouse_dist=Maths.Sqrt(dx*dx+dy*dy);
Ã, Ã, dx=dx/mouse_dist; // move one pixel every speed/40 seconds
Ã, Ã, dy=dy/mouse_dist;
Ã, Ã, x=IntToFloat(player.x);
Ã, Ã, y=IntToFloat(player.y);
Ã, Ã, flying=true;
Ã, Ã, SetTimer(1,3);
Ã, }
Ã, ...
}
int c=cRoger.y;
while (c>0) {
Ã, cRoger.z=c;
Ã, Wait(1);
Ã, c--;
}
int c=0;
while (c<230) {
Ã, cRoger.z=c;Ã, Ã, Ã, // Characters z-coord represents height
Ã, Wait(1);Ã, Ã, Ã, Ã, Ã, Ã, // without this line, movement would happen in an instant
Ã, c++;
}
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