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Messages - Proskrito

#81
Aqui se habla todo en ingles, por favor escribe todo en este idioma, o no te entendera nadie. Si no te manejas mucho con el ingles, prueba a ir aqui: http://adan.iefactory.com/foros/viewforum.php?f=9

(i told him to ask everything in english, or go to a ags related spanish forum)
#82
or also, from the manual:

game.inv_activated : Inventory item that the player last clicked on. Useful for unhandled_event. 
#83
the help file that comes with AGS, the one that you open by pressing F1 : )
#84
i did a quick search in the manual, and i found this in the ProcessClick function:

Available cursor modes: MODE_WALK, MODE_LOOK, MODE_USE, MODE_TALK, MODE_USEINV, MODE_PICKUP.

So i suppose you want MODE_USE : )

EDIT: you can also set/check modes using their number
#85
i would find them useful with the addition of a function that returns the number of dialog options in a topic (maybe this is what you meant with 'ShowDialogOptions'? )
#86
mmm i could be totally wrong, and in that case sorry, but i think i remeber reading in the forums that both RunDialog and NewRoom are called after any other function inside another function, so maybe it have something to do with it.
#87
Quote from: Zor_©? on Fri 06/08/2004 19:21:17

You could also use google translator to translate the bits that you need.

Have you ever tried google translator?
#88
sure, if that helps you to implement for us the most useful features first, and i believe it could, i think its a great idea : )
#89
not an error in this specific release (i dont know when this might have started to happen), and not very important too, but i just noticed that, when in the interaction editor, if you choose 'conditional - if a variable is set to certain value', the 'text script equivalent code' is wrong, for example, if variable is 1 and value is 3, it shows 'if (1 == 3) {' instead 'if (GetGraphicalVariable(1) == 3 ) {' or whatever.

EDIT: oh, sorry, forget that, i was making it the wrong way,  but still, the real equivalent code would be  'if (GetGraphicalVariable("variable name") == value )' instead 'if (variable name == value)', wouldnt it? although maybe its just for showing how 'ifs' work.

Ah, and another not-this-release-specific and not-very-important thing: if you make, for example, SetCursorMode(-3), the cursor takes some sprite as cursor pic, instead doing nothing or displaying an error or something
#90
you could put all the code inside a statement like:
if (character[CHARID].room!=2){//if CHARID is not in room 2
//do all the stuff
}
changing CHARID to the script name of that character
#92
Beginners' Technical Questions / Re: walking
Wed 04/08/2004 12:17:05
and also, instead of:
 if (interface == 0) {
     if (button == 8 ) {   // walk
      SetCursorMode (0);
       }

i think you have to write:
 if (interface == 0) {
     if (button == 0 ) {   // walk
      SetCursorMode (0);
       }

because button 8 seems to be used for pull in you script
#93
rar is a compression format, like zip. you can download winrar here: http://www.rarlabs.com/download.htm and extract the files : )
#94
Beginners' Technical Questions / Re: walking
Tue 03/08/2004 21:11:54
QuoteYou see I downloaded this GUI from the net so I'm not realy shure why it is set up this way.
if its lucasfans monkey 2 template, i think you had to right click to get "walk" mode, but anyways, do as ashen says and it should work.
#95
pass the player character's x coordinate as x parameter in the function
#96
in the newest versions of ags, there is a character[CHARID].z variable, you could try to modify it to set the middle point for walkabe areas higher.

EDIT: i have made a function for you, try it and see if thats what you wanted:
Code: ags

function CenterCharacterBaseline(int charid){
int charsprite = GetGameParameter(GP_FRAMEIMAGE,character[charid].view+1, character[charid].loop, character[charid].frame);
int spriteheight= GetGameParameter(GP_SPRITEHEIGHT, charsprite ,0,0);
character[charid].z=-(spriteheight/2);
}
#97
try the new template here:
http://www.agsforums.com/yabb/index.php?topic=6642.80#msg191965
and see if it happens with that one.
#98
Have you tried to use TTF fonts? i think they can do what you want, but im not 100% sure.
#99
the SCUMM templates were giving strange bugs that i couldnt find, and since i started making the templates AGS has been improved (and i have improved my AGS skills ; D ), so i thought it was time for a revision.
Here is the new MI2 and FOA templates for testing, i hope them to be less buggy and all that:

http://usuarios.lycos.es/golfapagina/templates/

read the documentation for changes and stuff.
(hopefully DOTT one will be done soon)

Any comments or errors and such, or if you want to upgrade from an old template and dont know exactly how, please tell me : )

I hope somebody find it useful! : )

EDIT: Updated MI2 and added FOA
#100
Advanced Technical Forum / Re: Walk on walls
Thu 29/07/2004 10:06:39
Have anyone tried to use SetAreaScaling, changing the scaling depending on the x position of the character? it could only work well with one character in the walkable area, but maybe its worth a try
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