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Topics - LeChuck

#41
These are questions that have bothered me during the entire making of it, and I can't find any answers to them on these forums.Ã,  :\


1. How do you make the mouse totally ignore the player character? Like, for example, in Lucasarts games, when you click on the player character, it acts like you weren't even there.Ã,  If there's something behind you, you get to click that item. Basically the opposite of Sierra games where you can touch yourself and silly things like that.

Will there be any problems implementing this when I'm using a Sam'n Max interface where the cursor changes when it's over objects and characters. As the game is now, I get a cursor change over the ego character, which I don't want. I figure this will be solved if I can somehow 'disable' the player interactive-wise as described above?

Here's the code that's used to do the mousecursor changes:

Quotestring name;
GetLocationName(mouse.x, mouse.y, name);   // Get the name of what's under the cursor   
if (StrComp(name,"")==0) SetDefaultCursor();   // if blank ( or hotspot with no name ) do nothing   
else {   
Ã,  Ã, if (GetCursorMode()==1) {
Ã,  Ã,  Ã,  if (GetLocationType(mouse.x,mouse.y)>0) SetMouseCursor(8);
Ã,  Ã, else SetDefaultCursor();
Ã,  Ã, }
Ã,  Ã, if (GetCursorMode()==2) {
Ã,  Ã,  Ã,  if (GetLocationType(mouse.x,mouse.y)>0) SetMouseCursor(9);
Ã,  Ã, else SetDefaultCursor();
Ã,  Ã, }
Ã,  Ã, if (GetCursorMode()==3) {
Ã,  Ã,  Ã,  if (GetLocationType(mouse.x,mouse.y)==2) SetMouseCursor(10);
Ã,  Ã, else SetDefaultCursor();
Ã,  Ã, }
}




2.Ã,  This will seem really silly. I've got a character that is set to have a static view until a global variable is changed, then he is going to continously run a loop until he's talked to, in which he will run a simple talking animation. When done talking to him, he will go back to his continous loop.

I guess basically what I'm asking is: How do you make a character run a continous loop (triggered by a global variable) as long as he's not being talked to?
#42
I've got kind of a problem I can't find any solution to anywhere, so I'm asking you here.

There's this intro cutscene with a quite long wav file playing, 10 seconds long or so. If I choose to skip the intro during this time, the sound file will keep on playing even though the game skips to the EndCutscene(); part of the script. How to I stop all sounds / this sound when I choose to skip the intro?

It seems very unprofessional when it's like this...Ã,  :-[
#43
No need to introduce myself - I'll jump right to the problem:


I'm making a game where, when I give an item to a character, this character should change behaviour completely. When I look at this character after I've given the item, it should give a different response than before. The same goes for talking to the character. I have solved this by running the script:

Quote
character[CHARACTERBEFOREITEM].room = -1;
character[CHARACTERAFTERITEM].room = 5;

Basically it replaces the old character with a new one. Maybe this is a bit amateur-ish, but I'm pretty new to all of this.

Here's the dilemma: When I give the original character the item that will transform him into the new one, it's set to run a dialog at the same time. But, as the old character is deleted at this very moment, the text he speaks moves to the center of the room (as the original character is no longer in the room!), and is not hovering over the head of the new character.


So what I'm asking is, how do I, when I give an item to a character, make *another* character respond to this?
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