duplicate thread, go to this one instead:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38888.0
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=38888.0
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Show posts MenuQuote from: Denzil Quixode on Thu 17/09/2009 04:53:17
Is it possible for an editor plugin to request to be notified whenever any room has just been saved? Sort of like an equivalent for IEditorComponent.BeforeSaveGame() for the current room instead of the whole game. I noticed there is a "RoomModifiedChanged" event on _editor.RoomController.CurrentRoom, is there a way to use that for any room?
Quote1) I have an Editor plugin and a Runtime plugin, working as a team. When you save changes to a game in the AGS Editor, the Editor plugin's IEditorComponent.BeforeSaveGame() currently always seems to get run before AGS_EditorSaveGame() in the Runtime plugin - which is good, that's what I want, but is it unwise to rely on it always happening that way around?
Quote2) I hope this one makes sense: In a Runtime Plugin, does it work to call engine->DecrementManagedObjectRefCount() on a managed object (like e.g. an Overlay) during the plugin's handler for the AGSE_SAVEGAME event? My worry is if it is "too late" at that point, and the managed object is already serialized, so when the game gets loaded again the object gets deserialized into memory with a nonzero RefCount, causing a memory leak. Or is it even dangerous to call DecrementManagedObjectRefCount from this context?
Quote from: Denzil Quixode on Sun 13/09/2009 19:08:35
After some fiddling I think I'm halfway there now - but I still have the problem that the PropertyChanged() method on my IEditorComponent gets the name of the property that got changed (and its old value), but I can't seem to see a way to determine which ContentDocument tab the property change was for.
QuoteEdit: Another question- I can successfully add a tab-specific menu or toolbar by assigning to the MainMenu and ToolbarCommands fields in the ContentDocument, but my IEditorComponent does not seem to receive the event when the items are actually selected. Is there a way to get them?
QuotePerhaps you could add a Repeatedly_Execute_Always event to the room event list so everyone else knows it, too?
QuoteEven if I set the resolution to 640x400 , i still can't import a background.
QuoteI have this question, is it possible to make AGS script allow hexadecimal constants? Maybe I am wrong, but current AGS version I am using (v3.1.2 SP1) does not understand them.
Quote from: AGD2 on Thu 03/09/2009 17:41:28
Something else I noticed is that if you put code in the game_start function like:Code: ags if(IsSpeechVoxAvailable()==false) QuitGame(); if(IsMusicVoxAvailable()==false) QuitGame();
... and then use the test game feature, the game will quit because it doesn't find the .vox files in the "_Debug" folder. At present you need to copy them across manually for the test game feature to work.
Quote from: ProgZmax on Mon 07/09/2009 04:51:30
I should have tried turning that off to further narrow down the problem but to be quite honest I didn't even remember I'd set Ignorewalkbehinds on the character (probably because it doesn't show up in the properties list). Well, I'm glad you found the problem, at least.
Quoteso, is there any reason why you can't have RepExec loops running with 'run game loops while dialog options are displayed'?
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