Two people with their arms around one another looking at the moon. As in moon madness I guess.
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Show posts MenuQuote from: Twin Moon on Sat 23/02/2008 21:39:15"Humans are not proud of their ancestors, and rarely invite them round to dinner"
"Though humans are descended from ape-like creatures, they never invite their ancestors 'round for a cup of tea."
function on_mouse_click(MouseButton 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)
}
else if (button == eMouseLeft) {
ProcessClick(mouse.x, mouse.y, mouse.Mode );
}
//etc...
else if (button == eMouseLeft) {
if(mouse.Mode==eModeWalkto)&&(Game.GetLocationName(mouse.x, mouse.y)=="Door")){
player.Walk(60, 60, eBlock, eWalkableAreas); //walk to a location (blocking)
player.FaceLocation(10, 10, eBlock); //face a location
player.Say("Here I go through the door"); //say something, (or replace with a Display function)
//etc...
}else{
ProcessClick(mouse.x, mouse.y, mouse.Mode );
}
}
//etc...
if(mouse.IsButtonDown(eMouseLeft)&&(mouse.Mode==eModeWalkto)&&(Game.GetLocationName(mouse.x, mouse.y)==oDoor.Name)){
player.Walk(60, 60, eBlock, eWalkableAreas); //walk to a location (blocking)
player.FaceLocation(10, 10, eBlock); //face a location
player.Say("Here I go through the door"); //say something, (or replace with a Display function)
ClaimEvent();
}
//At the top of the room script
bool walking=false;
int playerloop;
//In the room's repeatedly execute event
if(walking==true){ //if we've just run the function below
player.StopMoving(); //stop the player moving
player.Loop=playerloop; //and face the direction he was facing when the function finished
walking=false;
}
if(mouse.IsButtonDown(eMouseLeft)&&(mouse.Mode==eModeWalkto)&&(Game.GetLocationName(mouse.x, mouse.y)==oDoor.Name)){
player.Walk(60, 60, eBlock, eWalkableAreas); //walk to a location (blocking)
player.FaceLocation(10, 10, eBlock); //face a location
player.Say("Here I go through the door"); //say something, (or replace with a Display function)
playerloop=player.Loop; //store the direction the player is facing
walking=true; //tell the function above that the player has finished walking and it needs to stop them walking towards the mouse!
}
if(mouse.IsButtonDown(eMouseLeft)&&(mouse.Mode==eModeWalkto)&&(Game.GetLocationName(mouse.x, mouse.y)=="Door")){
player.Walk(x, y, eNoBlock, eWalkableAreas);
}
//At the top of the room script
//declare your variable
int breakfast=0; //stores how many items have been used, initially none
//in the use inventory on bowl function
function oBowl_UseInv()
{
//first do the interactions
if(player.ActiveInventory==iMilk){
//use the milk
breakfast++; //used an item so increase breakfast by one
}else if(player.ActiveInventory==iCereal){
//use the cereal
breakfast++;
}else{
player.Say("I can't use that"); //used some other item, don't increase variable
}
//now check to see if both items have been used
if(breakfast==2){
oDoor.Visible=true; //make the door appear
}
}
Quote from: Andail on Thu 14/02/2008 12:29:32Okay, say someone has pogonophobia (the fear of beards). Whenever they see someone with a beard they turn around and walk the other way. If they enter a shop and someone with a beard also enters they leave. Are they being provocative towards bearded people? What about someone with vertigo. They refuse to take a look at the view from your 23rd floor apartment. Are they doing it because they don't like you, because they hate the view? People in these positions are fully aware that any problems are their own, they avoid people or situations because they themselves have a problem, not because there is something wrong with the people or situation. You're only saying that because its about homosexuals, and they're part of a big messy patchwork of political correctness.
Oh come on, running out from a barber shop just because you notice the barber might be homosexual is a very provocative act.
Quote from: The manual ;)But you can't set them or view them in the editor in AGS 3.0
String message = Game.GlobalMessages[997];
Display("Global message 997 says: %s", message);
Quote from: The manual
Global Messages
Global Messages are no longer supported and should be considered obsolete -- there's really no need for them now that the interaction editor has gone. Any global messages that you had will be retained and will still work, however the AGS 3 editor provides no way to edit them. If you need to change one, just replace the DisplayMessage command with a normal Display() command.
Quote from: Mirek on Fri 08/02/2008 16:10:21Actually I don't think this error is anything to do with modules being made on previous versions.
Error: Null string supplied to CheckForTranslations
Quote from: BaRoN on Sun 03/02/2008 04:15:21
Any other takers?
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