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Topics - Olleh19

#21
Is it in AGS but by another name perhaps? I have been following some C tutorials as per recommendation by one of the ags forum members whose exact username i cannot remember right now (laugh)
however the tutorials always comeback to using Scanf and/or printf. As for printf typing display("");, seems to work, but i don't know what to do for scanf.
(roll)

#22
Edit: Solved it! :-D The Gui is bugged after the conversion for unknown reason.

I just created my own and assigned the buttons as in the original thread with the code: ComboLock.Press("1"); or 1,2,3,4 for whatever button you have.
So for another beginner, just download the scripts(import them) don't bother converting the Gui it's just created inside of ags anyway, and create your own buttons and asign, unless someone answers how to "activate" the old gui that did not want to asign anything.


Original post:

I'm using AGS 3.4.1 in case it means anything.
Looked in the thread for the original module, followed the instructions (converting the gui file to "modern ags standard" format so i could use it in ags 3.4.1, and also followed the instructions in the readme "to my little knowledge").

Gui Scripting is outdated on the webpage too  :~(

Here's the code that i pretty much copy pasted from the readme a part from adding the obvious lines before it,  i need additional code to get each button to trigger a number, since at the moment it's not doing anything.



Code: ags
function room_Load()
{
 
  
  gAction.Visible= false;
  gMaingui.Visible=false;
ComboLock.Combination="1337";
  gKeypad.Centre();
 gKeypad.Visible=1;
  
}

function room_RepExec()
{
if (ComboLock.Status()==eLockStatusCorrect) player.Say ("Woot!");
else if (ComboLock.Status()==eLockStatusWrong) player.Say ("You die!");
ComboLock.Status();
}


#23
I'm not sure that's what i want to do, but it's the best way to explain it, i think.
I have two hotspots that you should be able to go thru later in the game, but before you must have visited a specific room. So what i've done so far, is just disabled the Hotspots via two global variables, one for each. One door (is in another room) and the area (in another room aswell). However that looks strange. When i scroll over the door it should still say "door", but it doesn't when the hotspot is disabled ofc. So i thought to myself is there a way with a bool global variable where i can make it do something along the lines of "Open door *verb used* and player says "No, i won't go out there yet." and next time when specific room has been visited, *Open door verb* instead Opens the door so the player can go out.

So in other words. I'd much rather have the hotspots visible so you can see and click the Door and the Area, so that when the player clicks them it says something like "I'm not done here yet!", so the "open command" (for the door is disabled, and just look works and walk to perhaps).

I Hope you understand what i'm asking for  :) Thanks

#24
an object should sound when the player is near it, only. In otherwords a "passing by" sound. I'm thinking about doing the object as a "character" cause it should move as an animation aswell, and then when the player is near it. It should make a sound. Sorta like a passing motorbike or such.
Is it difficult to do? I was thinking about regions used that before, but that probably won't work. Since the player and the object should travel across the screen and they should met at random locations wherever on the screen.

Any help would be very much appreciated. Thanks
#25
Hello all! First of all i'm new to this forum, so excuse me if my questions is a little bit of a mess.  (roll) :-[. I have never programmed/scripted anything in my life. I've red the first part of the scripting tutorial of the online manual. And got it working, the example that is, but it was way over my head, forexample when he goes thru the various += or -= i couldn't make any sense out of it, maybe if i re-read it a couple of times it makes sense but as for now i might adress that English is not my native language.
Also watched the youtube videos "how to learn ags" tutorial series, where i've learnt the majority of what i know, however i have huge gaps of scripting knowledge, and i have to be honest the manual is really complicated for me. It started out easy but then quickly jumped in skill level, the second part of the scripting is chinese basically. It almost feels like if someone sorta takes for given that you know the  "time tables" instantly.  (laugh). However, the youtube videos are slightly outdated and some ideas do not even work anymore, so i'm stuck in a rot.

Here comes various questions, anybody that can shime in on and answer is V E R Y welcomed to do so. The first question is probably a laugh out loud for some of you guys, but that's okay. :grin:

1. Is scripting another word for programming?

2. Is this a bad habit i'm using. I followed the Youtube tutorial series and eventually realised i don't need the edges for changing rooms, my drawn rooms are so tight sometimes that i need to be able to walk that "fine line" and i couldn't get it to work without either a hotspot or a region, but hotspots with the Thumbleweed template names the location (it seems, correct me if i'm wrong), so it was the obvious way to go. So i started to use Hotspots for it instead. What are the advantages/disadvantages versus forexample edges or regions? I get that with regions i can change the tint/saturation of the character which i've used a lot already, so that's great! But other then that?

2. I have a puzzle idea that i want to create that seems impossible to create with the little basic knowledge i have, as i understand it from what little information i've gathered is what needs to be done is someform of global variable. After watching another youtube video named "HOW TO QUICKLY MAKE A SIERRA/LUCASARTS ADVENTURE GAME | Adventure Game Studio Quick Tutorial". I learnt how to do it with an item from the inventory, but in my case. There is no item. It's just a object or two, one for when the cable is in the wall and one laying on the floor. That if using the right command (Player is supposed to pull a plug, the screen should then go blank in the room, when putting the plug back in, the screen should work again. Let me rephrase that whole section for what it is i am going to do, perhaps it's much easier for you guys to get the grasp then. The Puzzle idea in a nutshell is this == 

A computer when entering the room first time is in error mode/state but it's turned on, so the player should be able to look at the screen with it's error (which will probably transition to another room, since i don't know any better! Haha). The reset button is stuck, so the player has to go to the back of the computer, unplug the cable (which should make the object/lights of the screen disappear momentarly). Then plug it in again, now the object should light up the computer screen again, obviously. However Now when the player clicks "look at screen" (All this is happening in the same room, to be clear!) it should instead show a login screen where the player needs to type a correct password. That password should be found in another room, but if the player knows the password before, there should be no need to find out the password in the other room.  I hope that was a clear explanation of the puzzle i'm trying to create :)

3. E-block is confusing to me, a lot of people seems to use it on youtube. I was hoping what it does is make the animation none canceable, is that correct? So forexample when me and my friend plays point and click games, many times in dialogs we accidently hit a mouse button and it skips. I want that to NOT be able to happen, at least the first time you hear a dialog, then perhaps you could be able to skip it if it repeats. How would you go on about creating that?

I guess that's enough of questions for now. Perhaps there are too many questions.  :-[




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