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Messages - Nixxon

#461
thanks! :D I used the second method, it looks wonderfull
i had to use 2 GUI labels, i pasted the whol description in 1 and AGS crashed, must be a limit on how much text a GUI label can hold.
anyway i've lined 2 up perfectly :D

Am I able to have this new GUI dissapear with a mouse click (much like regular player text)?

thanks again :)

EDIT -

tried this to no avail

if (interface == 6) {
if (button==LEFT)
GUIOff(6);

Am i on the right track?
#462
Hail, when i inspect my inventory items i want a larger image to appear on screen with text under it. perfectly alligned in the middle of the screen.
eg.

======
=image=
======
text text
text text


I was thinking the image could be a GUI (could easily place that where i want), as for the text under it if i use DisplayAt it comes up as windowed text... with white behind it.

i know i can use a GUI as a window background and make the back and fore ground colours "0" so the actuall window would be 100% trasnparent and the text would be defined where i want it.
How do i do this?
I've made the GUI text window but in-game it's still plain old white.

OR -

is there an easier way all together?

Thanks, i love u all  8)
#463
YAY, Scorpiorus your my hero :D
thanks a bunch!
#464
yep...
also i noticed at first the items took a while to appear in the inventory, now they dont appear at all however :(
I owe u a space in the credits for this
#465
Your not gonna beleive this, i re-introduced the straw as an object, everything worked great, apon obtaining the straw i scripted it so that it closes both GUI(3) (the cancell close up object) and the close up object itself, now all of a sudden my items arent going into my inventory 'again'.

anyhow heres the script, plz inform me of any misstakes, i can't see any

 // room script file

function hotspot2_a() {
 // script for hotspot2: Look at hotspot

 ObjectOn(3);
 ObjectOn(0);
 DisableCursorMode(MODE_WALK);
DisableCursorMode(MODE_TALK);
DisableCursorMode(MODE_LOOK);
GUIOn(3);


}

function hotspot3_a() {
 // script for hotspot3: Interact hotspot
 AddInventory(3);
ObjectOn(1);
UpdateInventory ();
}

function room_a() {
 // script for room: Player enters screen (after fadein)


}

function room_b() {
 // script for room: Player enters screen (before fadein)
 
   GUIOff(3);
   SetObjectView(2,11);
   AnimateObject(2,0,2,1);



}


function object3_a() {
 // script for object3: Interact object
 AddInventory(4); //adds straw to inventory
 UpdateInventory ();
 PlaySound(1);
GiveScore(2);
ObjectOff(3); //cancell self
GUIOff(3); //cancell close up of glass
GUIOn(2);
ObjectOff(0); //cancell close up of glass
DisableHotspot(2); //hotspot of glass (opens the close up)
EnableCursorMode(MODE_WALK); //previously dissabled/interact with object0
EnableCursorMode(MODE_TALK); //previously dissabled/interact with object0
EnableCursorMode(MODE_LOOK); //previously dissabled/interact with object0

}
#466
lol, lord knows your doing most of the work for me at this point :P
once again, thanks :)
#467
Thanks Scorpiorus, Gilbert.
I pasted it in the (before fadein) no hassles now :P (bugger, really wanted to blame my PC).

just ooooooonnnee more thing though. the last i promise ;)

Can i place a hotspot over an object? now i have the closeup of the glass, i want the player to be able to specifically click on the straw to obtain the item, but alas not be able obtain anything while clicking on the glass itself (apart from a message val which i have already assigned:)).

I've drawn the 'straw' hotspot and disabled it along with the close up Object untill of coarse the glass is looked at. they both popup at the same time, problem is the object appears in front of the hotspot.




Hands over gift wrapped soul...
#468
NICE!
a tip if i may?
remove the black edging on the yellow laser flashes, highlight the yellow fill, convert it to a graphic (F8) and enable some transparency, say maybe oooo 60-70%? of coarse this would only make a notable improvment if there were somthing behind it (e.g bg)... still, worth a try
once again, NICE :D
#469
ok after all that, indeed the inventory window was too small "even though technically it wasn't, pffft ;)'
s'all fine and dandy, thanks for putting up with me
cheers :D
#470
thanks guys!!, i had no idea script only GUI's disabled the interface, all working now :) :) :) 1 prob though, now that GUI 3 is set to turn it'self off when the room loads... i see it quicky appear for a split second apon entering the room,  it then dissapears due to the code taking effect. perhaps this is due to my computer specs? (it's age is relatively close to dinosaur feacies).

update inv didnt seem to work, i think im missing a huge chunk of code in my main GUI, since im basically working with the template provided... changing it as i go.

The inventory object is 11x8 in size, the GUI inv window is 148x11 so shouldnt be any probs there. anyway i'll paste my script, take a gander and tell us how many holes need to be filled :) thanks again highly appreciated :D :D

 if (interface == 1) {
   if (button == 4)   // see inventory
     InventoryScreen();
   else if (button == 5) {   // use selected inventory
     if (character[ GetPlayerCharacter() ].activeinv >= 0)
       SetCursorMode(4);
   }
   else if (button == 6)    // save game
     SaveGameDialog();
   else if (button == 7)   // load game
     RestoreGameDialog();
   else if (button == 8)   // quit
     QuitGame(1);
   else if (button == 9)    // about
     Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2002 Chris Jones");
 }  // end if interface 2


if (interface == 3) {
if (button == 0) // disable object close up
ObjectOff(0);
GUIOff(3);
EnableCursorMode(MODE_WALK);
EnableCursorMode(MODE_TALK);
EnableCursorMode(MODE_LOOK);

}

By the way, my 'main' lucas style GUI, is infact GUI no.2... i just noticed theres no code in my script to support this GUI, MOST LIKELY THE PROB, laughs* anyways, if i could get a breif glimps of what should be added in my script to support inv for GUI 2 i'd gift wrap my soul and hand it to you on a gold platter.
thanks again, means a lot

EDIT -
i found this in the LUCASART.GUI included with AGS

/*  PASTE THIS CODE INTO THE game_start FUNCTION:
 game.items_per_line=4;
 game.num_inv_displayed=8;

should i paste this into my global script? if so, where?
#471
I have drawn a GUI inventory window on my GUI and my script goes as follows -

function hotspot3_a() {
 // script for hotspot3: Interact hotspot
 AddInventory(3);

However the item doesnt appear in my GUI inv window... if i press alt-I it does infact appear in the default AGS inv window. What am i missing in my code?

ALSO -
(non-related matter)
I've managed to create a closeup window (which is actually an object) of a hotspot to appear when the initial hotspot is looked at. (eg. look at glass (hotspot) - big close up of glass appears (object)

// script for hotspot2: Look at hotspot
 ObjectOn(0); // close up of the glass
 DisableCursorMode(MODE_WALK);
DisableCursorMode(MODE_TALK);
DisableCursorMode(MODE_LOOK);
GUIOn(3); // the cancell close up button

(notice i've disabled all other cursor modes (apart from interact) while this object close up appears, since i dont want the player walking underneith it, taking part in other actions on the screen and so forth while it's still present)

It all works fine, i've even scripted a "cancell" GUI button to also appear accordingly if the player decides to close the "close up object" this also works fine... however when i want to display a messal val when i interect with the new 'close up object'  it does nothing. Infact any type of interaction concearning the new close up object is unregisterd.

I hope i've been clear in my question, any tips would be extreemly appreciated :) :)


#472
No worries, thanks again :)
#473
NICE ONE! :D :D
how'd u stumble across that fix?? lol
trial and error i suppose :P
very much appreciated :D
#474
taa, really appreciate that :P

nah, in my last room i had to disable both the GUI 'and' the interface.
i can enable the GUI again in the new room but not the interface, anyway im quite sure it's due to my many simptoms of being a retard and what not.
thanks again :)
#475
OK i've made a new character... it contains one frame of one loop, which is indeed a ball sprite. I've also set it to load in the particular room i want and it appears... though obviously stays still.
now what? :P sorry so very novice at this point... perhaps u could post an example of how my script should look.
greatly appreciated
#476
Yeh i had actually thought of that, didnt have the balls to try it untill someone confirmed :D cheers
1 more prob :(
EnableInterface(2);
NEVER works, i repeat NEVER, always gives me parameter errors when i try to run the script. heres the script anyhow.

// room script file

function room_a() {
 // script for room: Player enters screen (after fadein)
EnableInterface(2);

GUIOn(2);


SetObjectView(0,5);
 AnimateObject(0,0,19,1);

}


function hotspot1_a() {
 // script for hotspot1: Look at hotspot
 GiveScore(1);

}
#477
just wondering if i was able to scale an object while it was moving?
e.g, a ball rolls away from me (my point of view) i want the ball to move up as well as scale down (into the distance).
What's the best way to go about doing this?
Thanks
#478
Critics' Lounge / Re:D paint aliens
Sat 24/05/2003 13:31:11
lol, you can't really argue the anatomy of a giant space frog... but yeh, coolies
taa :)
#479
Critics' Lounge / D paint aliens
Sat 24/05/2003 12:03:44



Can you tell the frog is masterbating? thank you :)
#480
Thanks guys, means a lot... it's winter here, i think that was my main source of inspiration... just wanted to snuggle up under one of the branches :P
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