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Messages - RenatoDias

#21
Quote from: Crimson Wizard on Wed 28/11/2012 17:47:50
Quote from: RenatoDias on Wed 28/11/2012 17:27:05
Not exactly. I want to know if the script is executed automatically by the game engine itself or I have to call the script using a object-oriented command, like we did back in AGS 2.7 for dialogs(which I never fully mastered)
Oh, sorry, I understand now.
If you mean animation in particular, only Walking, Speaking and Idle animations are activated automatically, if you setup corresponding  properties for the character. Other kinds of animations should be run from script by calling command.

Quote-Use those loops for other activities, such as only when the character is idle(thinking), fixing some broken object, using house appliances and such.
Except for idle animation, which could be pre-set, you should call commands from script on your own at corresponding times.
There are techniques that let you make this easier for yourself, such as writing your own functions for each type of activity and calling them, so that you won't need to remember loop numbers and other related params all the time (see links I gave above).
Then, how do I call the same code multiple times?
Can I use any of the functions below?
- DO{this}-WHILE(variable==1)?
or
- For(variable==1){this}
Thanks...
PS:The this is an example of function.
#22
QuoteDo you mean you want to make some OTHER loops (not 0-7) play automatically when character WALKS like if they were his walking animations?
Not exactly. I want to know if the script is executed automatically by the game engine itself or I have to call the script using a object-oriented command, like we did back in AGS 2.7 for dialogs(which I never fully mastered)

Also, about my first post, here is what I want to do with all this scripting and variables:
Quote-Use those loops for other activities, such as only when the character is idle(thinking), fixing some broken object, using house appliances and such.
Refer to The Sims game's Fixing Broken Appliance scene. That would be hilarious in AGS.
#23
So, let's say I've already done the scripting for that, will it execute automatically? or I have to call the event from the script, if yes, how?

PS: Sorry for asking a seemingly unrelated question, but, I would like to use this topic instead of creating another one just for the question above.
#24
So, param is the loop number?

I would do it like below?

Code: AGS
if (variable1==1){
cEgo.Animate(8);
}
else if (variable1==2{
cEgo.Animate(9);
}

Please correct this if wrong. 
#25
Code: AGS
function AnimateLoop(this Character*, int param)
{
 this.Animate(param - 1, ...............);
}


From above, the this keyword after the open bracket line would be the loop #, for example, Loop9.Animate(param -1)?
Also, in this function, what is the param - 1 thing?
Can you clarify this for me, Crimsom Wizard?
#26
Hey guys, here is my question:
I have a certain loop that I want it to rely on a variable to play, for example:
If variable1=1, play View1's Loop 0; if variable1=2, play View1's Loop 1 and so on.
So, long story short, I would like to play the loops through scripting. Is it doable with AGS 3.2.1.111?(The build I have)
Also, when walking, will the Loops above 8 be played automatically?
PS: I know it may have been asked before, but, if you guys can answer this for me. If I'm asking on the wrong forum thread, please move and warn me by PM.
Thanks...
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