Oh my God. Does that mean I might actually understand something in AGS? I don't think I can do this anymore.

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Show posts MenuSetMusicRepeat(0);
PlayMusic(2);
Wait(360); //a 9 second piece of music
cEgo.ChangeRoom(1);
int saves;
int currentsaveslot
bool foundsamename;
#sectionstart SaveButton_Click//SAVE BUTTON IN THE CONTROL PANEL GUI
function SaveButton_Click(GUIControl *control, MouseButton button)
{gControl.Visible = false;
gSavegame.Centre();
gSavegame.Visible = true;
SaveList.FillSaveGameList();
saves = (SaveList.ItemCount);
if (saves > 19) {
DisplayMessage(990);
}
}
#sectionend SaveButton_Click//SAVE BUTTON IN THE CONTROL PANEL GUI
#sectionstart SaveList_SelectionChanged // DO NOT EDIT OR REMOVE THIS LINE
function SaveList_SelectionChanged(GUIControl *control) {
}
#sectionend SaveList_SelectionChanged // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart SaveText_Activate // DO NOT EDIT OR REMOVE THIS LINE
function SaveText_Activate(GUIControl *control) {
}
#sectionend SaveText_Activate // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart SavegameButton_Click // DO NOT EDIT OR REMOVE THIS LINE
function SavegameButton_Click(GUIControl *control, MouseButton button) {
String input = SaveText.Text;
String item = ""; //to avoid errors in later part if the string remains null
while ((currentsaveslot < SaveList.ItemCount) && (foundsamename == false)){
if (SaveText.Text == SaveList.Items[currentsaveslot]) foundsamename = true;
else currentsaveslot++;
}
if (foundsamename == true) SaveGameSlot(SaveList.SaveGameSlots[currentsaveslot], SaveText.Text);
if (input.CompareTo(item) == 0) { // i.e. strings match
SaveGameSlot(SaveList.SaveGameSlots[SaveList.SelectedIndex], SaveText.Text);
}
else {
SaveGameSlot(saves, SaveText.Text);
}
gSavegame.Visible = false;
gIconbar.Visible = true;
}
#sectionend SavegameButton_Click // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart DeleteSaveButton_Click // DO NOT EDIT OR REMOVE THIS LINE
function DeleteSaveButton_Click(GUIControl *control, MouseButton button) {
DeleteSaveSlot(SaveList.SelectedIndex);
SaveList.FillSaveGameList();
}
#sectionend DeleteSaveButton_Click // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart CancelSaveButton_Click // DO NOT EDIT OR REMOVE THIS LINE
function CancelSaveButton_Click(GUIControl *control, MouseButton button) {
gSavegame.Visible = false;
gIconbar.Visible = true;
}
#sectionend CancelSaveButton_Click // DO NOT EDIT OR REMOVE THIS LINE
QuoteHave you coded this yet? If so, when you select a slot SaveText.Text will be updated to the name of the selected game - so obviously it'll match, and the selected game will be overwritten.GG said that the code to make that happen should be put in SelectionChanged, but I still have no idea what that code would even look like, so no I haven't coded that in yet.
int saves;
#sectionstart SaveButton_Click//SAVE BUTTON IN THE CONTROL PANEL GUI
function SaveButton_Click(GUIControl *control, MouseButton button)
{gControl.Visible = false;
gSavegame.Centre();
gSavegame.Visible = true;
saves = (SaveList.ItemCount);
if (saves > 19) {
DisplayMessage(990);
}
}
#sectionend SaveButton_Click//SAVE BUTTON IN THE CONTROL PANEL GUI
#sectionstart SavegameButton_Click // DO NOT EDIT OR REMOVE THIS LINE
function SavegameButton_Click(GUIControl *control, MouseButton button) {
String input = SaveText.Text;
String item = SaveList.Items[SaveList.SelectedIndex];
if (input.CompareTo(item) == 0) { // i.e. strings match
SaveGameSlot(SaveList.SelectedIndex, SaveText.Text);
}
else {
SaveGameSlot(saves, SaveText.Text);
SaveList.AddItem(input);
}
gSavegame.Visible = false;
gIconbar.Visible = true;
}
#sectionend SavegameButton_Click // DO NOT EDIT OR REMOVE THIS LINE
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