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Messages - MugMan

#21
Quote from: Crimson Wizard on Sat 05/12/2015 18:05:44
The script looks okay.

Do you have a break point set in that function maybe? Do you see a red dot and a red line in the script if you open it in the editor?

Also, after it crashes, try to press F11 and see what happens.
Nope, no red dot or red line, also the f11 thing didn't work, it just doesn't respond to anything the game just stops recieving any input, mouse movements, anything.
#22
Nope, the display doesn't work it does the same thing as before.
#23
Yup, they're identical.
100% on that
But no error message, that's the strange thing, the window of the game just closes and highlights line 2.
#24
I set the talk function for frank with the dropdown menu thing on the bottom left, i tested it in game and the game still crashed, and highlighted the same line.
EDIT: Yeah, at the point where the options for dialouge should appear the game just crashes

#26
Code: ags

function cFrank_Talk()
{  
  if (player==cEgo) {
    dFrank_Ego_Alley.Start();
  }
  if (player==cAlienKing) {
    dFrank_Alien_Alley.Start();
  }
  
}

So what i'm trying to do is have a diffrent dialouge start depending on who the current player is, however when i try and talk to cFrank, the game freezes and highlights the first "{" in yellow.
I'm really not sure what i'm doing wrong. Sorry :undecided:
To clarify, the game runs, it just crashes when i talk to cFrank.
#27
Quote from: Gurok on Sun 29/11/2015 21:57:40
As a start, try line 20 of the post:

cEgo.Say (Bloody RockCo");

There should be a quotation mark before Bloody.

Oh damn, didn't catch that, thanks man, i was checking ('s and {'s only
:)
#28
I'm having trouble again:(
I'm not really sure where i went wrong, i can't see any unclosed brackets here.
Any help would be appreciated, thanks.
Code: ags

// room script file

function room_AfterFadeIn()
{
cEgo.x =160;
cEgo.y =185;
}


function oTranslator_PickUp()
{
cEgo.AddInventory (iInvItem1);
cEgo.Say ("I suppose this could be useful? Maybe?");
}

function hHotspot1_Interact()
{
cEgo.Say ("Yup, that's some quality stone right there, great craftsmanship, don't make stone like that no more, nope, taht's an oldstone right there");
cEgo.Say ("You'd never get anyone making stone this solid nowadays, there's no money in making quality sone, and if you do you could expect a buyout by RockCo pretty damn soon");
cEgo.Say (Bloody RockCo");
Display ("Cadave sighs.");
cEgo.Say ("I miss running that quarry.");
}

function hHotspot1_Look()
{
cEgo.Say ("Quality castle right there.");
}

function hHotspot2_Interact()
{
cEgo.Say ("This is locked tighter than a jewish bank.");
}

function hHotspot2_Look()
{
cEgo.Say ("It's a plonking great door.");
}

function hHotspot2_Talk()
{
cEgo.Say ("Hello door");
Display ("The door doesn't reply");
cEgo.Say ("Why do you hurt me so?");
}

function hHotspot3_Look()
{
cEgo.Say ("Some good old, H20");
}

function hHotspot3_Talk()
{
cEgo.Say ("Forgive me but i don't think yelling at posideon will help in this situation");
}

Here's the error message i got:
room4.asc(51): Error (line 51): buffer exceeded: you probably have a missing closing bracket on a previous line
I didn't include everything in the code, there's more and it does close at the end.
#29
Code: ags

cEgo.Say ("Hello Trashcan");
cTrash.Say ("Greetings Senpai!");
cEgo.Say (" AHHHHHHHHHH!");
cTrash.Say ("What's wrong?");
cEgo.Say ("I never really expect trash cans to talk back.");
cTrash.Say ("A foolish mistake to make,");
TrashMet+=1;
if (TrashMet=1); {
dTrashConversation.Start();

Here's the error message i'm getting:
GlobalScript.asc(534): Error (line 534): Parse error in expr near 'TrashMet'
I'm really not sure what to do, or if i'm even doing this right, i'd really appreciate any reply.
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