string buffer
StrFormat (buffer, "%s %s %s @OVERHOTSPOT@", verb, object, verb);
SetLabelText (Statusline, 0, buffer);
StrFormat (buffer, "%s %s %s @OVERHOTSPOT@", verb, object, verb);
SetLabelText (Statusline, 0, buffer);
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Show posts MenuQuote from: sunshinegold on Sun 08/08/2004 22:22:42Later in the plot, the snowstorm is finished and you get to go outside.
I got the fishing rod but cannot go outside.
QuoteThat means the stuff you're attempting to take isn't important. There are some objects in the rooms but most aren't accessible at the start.
I saw the oil spots but don't want to get me hands dirty![]()
I can't take anything in any of the rooms (it's not mine to take)
QuoteTry typing 'use <item>', of course
How can you 'use' whatever you can collect in your inventory
QuoteNo, it's just a nice detail.
Also, we can enter all the shower/bathrooms, but can we do anything in there? I could only 'use' my shower. There must be a reason why we can enter these rooms
QuoteThat makes sense, but how about adding a warning if the character is animating loopedly, because in that case it will never stop to go for the chase.
Characters will only follow when they're idle - this is by design so that you don't have to turn off follow whenever you want to move or animate the character.
QuoteNot sure, I'll check on that.
What if you restart the game by clicking on a button (so that no keypresses are involved)? Does the same problem happen?
Quote from: Darth Mandarb on Wed 04/08/2004 19:31:11
As I understand it:
When the character stands still (not moving or when it stops moving) it uses the first frame in the loop (of the direction it's facing). If where the character stops moving happens to be on the middle frames of the loop it skips back to the first frame. This leads to that 'skip' that you're seeing.
Quote from: Geoffkhan on Wed 04/08/2004 22:43:08I'm reasonably sure KQ2+ does this. Try it!
Is there any other way I can mask the AVI files? If I simply rename them to something other than an AVI, will AGS still be able to play them?
Quoteyes, that is easiest, or simply move the character to coordinates that are way off-screen.
As for my second suggestion (transparent characters), the reason I was suggesting it, is because I use it to hide a character completely. Maybe instead you could implement a "HideCharacter" and "ShowCharacter"? But I could probably accomplish that by making a function that would change the character's view to a blank image. The "HideCharacter" and
function ToggleCharacter (int ch) {
character[ch].x = character[ch].x ^ 1024;
}
Quote from: Pumaman on Wed 04/08/2004 20:55:09Oh yes, we did. Sorry to bother you. I'll code something that works some other way.Quote from: Radiant on Tue 03/08/2004 17:46:02We've covered this before ... basically, I could, but I don't really want to start messing with the scripting system like that. I may do it at some point though.
Would it be a lot of work for you to also have the strings in scripts encrypted?
QuoteYes, that would also work. Or maybe SetMusicVolume (BASE_VOL) as a special parameter. Or whatever. I'm currently hard-coding it in the rooms (i.e. in enter_room, simply set a variable).QuoteSmall feature request: ResetMusicVolumeToTheValueInitiallySpecifiedInTheEditor().Do you mean the Room Music Volume option? In this case, would a better solution be a GetMusicVolume to complement SetMusicVolume?
QuoteIt's kind of weird. I'm not sure that is actually what is happening, but in most cases RestartGame doesn't do what I would assume it does (even if I don't put in a SetRestartPoint() ) anywhere. Specifically, my game starts with three cutscenes followed by the first room. If I hit restart, the game may end up anywhere within those cutscenes, or in the first room, or in the first room after the initial Display ("You are here"). I figured it was a keyboard problem but I may be wrong.QuoteI can certainly do that. I'm surprised it's a problem though, the keyboard buffer should never normally get the opportunity to fill up.
I would appreciate it if, after RestartGame(), the keyboard buffers are automatically cleared. It is possible if the RestartPoint() is at some menu, that a key that was apparently pressed earlier immediately removes the menu when yuo Restart.
ChangeCharView (EGO, 3)
SetCharIdle (EGO, 4, 0)
ChangeCharView (EGO, 5)
string buf;
Display ("This is a rather long string that can be displayed in a variety of ways, some of which will cause it to be broken off right in the middle, as is about to be demonstrated in the following word: intersection. Strange, isn't it?");
SetGlobalString (0, "This is a rather long string that can be displayed in a variety of ways, some of which will cause it to be broken off right in the middle, as is about to be demonstrated in the following word: intersection. Strange, isn't it?");
GetGlobalString (0, buf);
Display (buf);
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