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Messages - Nixxon

#441
paste images of the background and the import walkbehind :P
#442
Oooop! I don't know what I've done but i can't seem to cursor cycle at all now :(


function on_mouse_click(int button) {
 // called when a mouse button is clicked. button is either LEFT or RIGHT
 if (IsGamePaused() == 1) {
   // Game is paused, so do nothing (ie. don't allow mouse click)
if (IsGUIOn(6) && button==LEFT) GUIOff(6);
if (IsGUIOn(7) && button==LEFT) GUIOff(7);

}
else if (button==LEFT) {
ProcessClick(mouse.x, mouse.y, GetCursorMode() );
}
else { // right-click, so cycle cursor
SetNextCursorMode();
}
#443
Thanks, i getcha :D
However, how should the condition be scripted? i want this condition to take effect when the player is in room 7. would it be somthing like -

}
 else if (ROOM7){ //when right-clicking disabled, do nothing

or player.ROOM=7 etc.

I'm not familiar with basic script commands... thanks :D
#444
hail :D
In my menu screen i've disabled all cursor modes (walk.look.use.talk) appart from the pointer. For some reason however, If i right click cycle through my cursors in this menu screen, it changes from the pointer.. to wait... then to walk.
Is there a way i could just disable right clicking all together? or perhaps fix my script so that it stays as the pointer and ONLY the pointer?
Here's the script anyhow -

 // script for room: Player enters screen (before fadein)
 GUIOff(2);
DisableCursorMode(MODE_WALK);
DisableCursorMode(MODE_USE);
DisableCursorMode(MODE_TALK);
DisableCursorMode(MODE_LOOK);
SetCursorMode(6);


Thanks :D

EDIT - Disableinterface works, but then i can't click on my "play game" hotspot  :-\
#445
I like my music hard and fast (pffft you find the innuendo)... I'd go for the first one :)
#446
I made it with axialis icons as i previously stated.

ok cheers, alas I think i found the prog I was after... if so, i'll post the URL incase anyone else is interested.
Thanks again  8)
#447
yea it was an exe debuger or somthing, you could change every icon res and yXw etc for that particular exe. AGS wouldnt accept my 32x32 256 colour icon i made with axialis icons.

EDIT: wouldn't take the 16x16 256 either... Don't tell me it only compiles 16 colour icons?
#448
Hail all.
Can anyone recommend a prog that can apply icons to exe's? I used to have one, just can't for the life of me remember it's name...
Cheerio'
#449
Critics' Lounge / Re:Unfinished BG
Sat 07/06/2003 19:51:21
keep praising me and i just might, lol
thanks for the comments :)
#450
Critics' Lounge / Re:Unfinished BG
Sat 07/06/2003 03:42:11
is it that obviouse  ;) :P
#451
Critics' Lounge / Unfinished BG
Sat 07/06/2003 03:33:16
Made this when i was learning the ropes of Photoshop, can't be bothered finishing it... thought i may aswell put it up for C&C in it's 'fetus' like state. :)



#452
Yep, counter++.} was the last line on my global.
is this a common error? cause the char's max error was kinda disorientating, thank thee lord for teh forums :)
#453
Seemingly so :)
#454
I have a small brain, a feeble mind... and should be punished accordingly

i had counter++(.) at the end of the script instead of counter++(;)

really sorry about this lol

thanks again :D :D :D
#455
Thanks guys, yeh i did have the script name wrong :)
i still get the 300 chars max error, funny thing is... the line it's on has no code on it what so ever... perhaps my script isn't spaced out properly?
very much appreciated. heres a snippet from my global... i've included the function above the one im currently having trouble with. :P

(it's now line 103, next to GUIOff) but it compiles with no hassles if I delete the convo script at the bottom

function inventory3_a() {
 // script for inventory3: Look at inventory item
GUIOn(6);
}


function character2_a() {

// script for character2: Talk to character
if (counter==0) {
DisplaySpeech(EGO,"blah blah blah'");
Display("There is no reply.");
}
if (counter==1) {
DisplaySpeech(EGO,"c'mon answer me'");
Display("There is no reply.");
}
if (counter==2) {
DisplaySpeech(EGO,"All right, that's it!'");
Display("At Last there is a response...");
DisplaySpeech(GOOK,"Get lost'");
}
if (counter==3) {
DisplaySpeech(EGO,"Knock, knock,");
DisplaySpeech(GOOK,"Who's there?");
DisplaySpeech(EGO,"Not me, baby! I'm outta here!!'");
}



}
#456
i just pasted in your code, to see if it worked before i defined my own text

 // script for character2: Talk to character
if (counter==0) {
DisplaySpeech(EGO,"blah blah blah'");
Display("There is no reply.");
}
if (counter==1) {
DisplaySpeech(EGO,"c'mon answer me'");
Display("There is no reply.");
}
if (counter==2) {
DisplaySpeech(EGO,"All right, that's it!'");
Display("At Last there is a response...");
DisplaySpeech(Gook,"Get lost'");
}
if (counter==3) {
DisplaySpeech(EGO,"Knock, knock,");
DisplaySpeech(Gook,"Who's there?");
DisplaySpeech(EGO,"Not me, baby! I'm outta here!!'");
}



Gook_dialog_state++; //increase varible when dialog is finished
#457
apon trying both scripts whilst compiling i get -
Error (line107); line too long 300 chars max
:(
#458
I'm a lamo at scripting... so can't help you there.
though, u could always use a bunch of GUI's using text labels and button pics.

GUIOn(2):
wait(180):
GUIOff(2):

I dunno, could work :P
#459
Just wondering how i would go about making sierra style convo's?
if u talk to a character for the first time it plays one topic... once the conversation commences and u talk to the character for a second time... a different topic is played... third... forth etc. all this without 'chosing what to say' if that makes any sense

Edit -
I consulted the web based manual. it skims on the sierra type convo's and doesnt show how it should be scripted, since I'm a fully fledged retard, i need this spelled out for me :P
this is what i get -
DoDialog: all options have been turned off
#460
Yep works, only prob is, since the GUI takes up most of the screen, i have to click outside the GUI... which is a very little portion of the screen.
any way to overcome this?

EDIT -
ok untick clickable. arent i a silly boy :P

Works great now, thanks for everything :D :D
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