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#2461
I've extended the module to do what you want, now. The MusicC.SPlay function now takes a new optional 3rd argument, keep. If you pass eMusicCKeep here, the music will keep playing even if you enter a room that has a "play music on room enter". You can cancel the "chase music" by calling MusicC.Restore();
#2462
I've updated the template on my site. Thanks for finding and debuigging this, khrisMUC
#2463
I've updated the template on my site. Thanks for finding and debuigging this, khrisMUC
#2464
Well, that could mean some different things. You haven't really clarified. My module makes music continue playiong from where it left off, but if you want to have two different musics for a room, depending on the "mood" then you'll need to put an if statement in your "before fadein" interaction and not use the room editors "Play music on room load" feature.
#2465
Not quite sure exacly what you want, but my Music Continuity module might do the trick?
#2466
Advanced Technical Forum / Re: Error?
Thu 27/07/2006 12:59:16
Does this occur on room-load, or when you try and walk somewhere? If the latter, you could help AGS by having split the walkable, say into top, bottom, left and right, then only making the char walk to the edge of the current area before turning on the next area and retrying the walk to their destination...
#2467
What is it good for?
#2468
Errrrrr... I think Fanny Adams was used by people who didn't want to swear, actually. And Fanny Adams was British, according to Wikipedia

And as for God witnessing: he's omniscient, and so everything that has happened has God as a witness. Therefore "with God as my witness" you're saying that God saw it, i.e. it happened. "As God is my witness" means that God sees you know and will punish you if you're telling porkies.

#2469
Well, I've got something that might work for you... now you can keep credits on screen by putting any of a set of user-defined characters at the end of the line, and putting the same character at the beginning of the line will clear any old lines with that character on.

So, if you download the zip and look at the included "game" you'll see how it works, I hope. And the debug code should get automatically left out, too ;)
#2470
If you're going to do that, it would be nicer if subsequent instances were "read-only", like Word does. Or, at the least please don't stop us havign multiple AGSes of different games open.
#2471
There's now very little that can't be done in AGS one way or another, which is why I've stopped making so many suggestions to CJ... better alpha handling is the only one I can think of still needed and the rest are just ease-of-use tweaks.
#2472
It would be great if there was a way for this module to scan through the Properties from the schema editor at game and room load and automatically copy these in...
#2473
You coudl use Monkey's Properties module which allows modifyable-at-runtime properties.
#2474
Since AGS 2.71, Strings (with a capital S) can be any length at all. strings with a small s can be only 200 chars, but then you can't make arrays out of them either.
#2475
I notice in your code that you're changing invCustomInv.Height and invCustomInv.Width... don't you mean invCustomInv.ItemWidth and invCustomInv.ItemHeight?

#2476
General Discussion / Re: Bad Jokes
Wed 26/07/2006 09:41:26
deer, not dear, dear
#2477
You can make an array of strings, but why do you need to have them as multiple strings for each item, wouldn't it be easier to search just one string?
#2478
You're missing Sporrans, which was Disco and me from Monday to about two hours ago when Ken went off on a haggis tour.  ;)
#2479
Code: ags

function repeatedly_execute_always() {
  GUIControl *gc=GUIControl.GetAtScreenXY(mouse.x, mouse.y);
  if (gc!=null) {
    if (gc==someGUIbuttontabthing) {
      //Move the GUI
    }
  }
}

#2480
It might be easier to actually use two different GUIs and turn one of them off at any one time...
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