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Messages - Scarfy

#1
Well i don't use a dialog gui. Its just the standart dialog gui. What has been your problem?
I changed the font to another where it now doesn't cut off.
Can't find the font i used there anymore.. its wierd.. it's a less beatifull font but works also.
#2
Oh.. no this link i didn't see cause i was looking through the list quickly and first few where all sources i already knew off.. so i guess i missed the 9th..

with fine print i ment the link to it in the top part.
Quote
Or, if you know the answer, add it directly to the Wiki BFAQ.

I'm sorry. I've just been up way to long the past few days trieng to get that game working. And most of the time i asked something i got this guilt trip you didn't try/ didn't read  don't even ask if you have a problem kinda answer back.
Didn't mean to rant on like that on you.
#3
Well i did read it you can't give me that. It said "read the manual" thats what i do all the time. yeah i guess i skipped details when it was going on about posting things into a sticky post if you think its common enough and exactly missed that link.  Its human nature to read the important seeming stuff and finally get on workin on the actuall game.

I'm not someone who just posts around without having read and tried anything.. i'm meaby new here but i don't like thise whole you're an idiot you didn't read the fineprint aditude. Don't care if i get banned now for bad conduct or anything just had to write that down for once.
#4
Quote from: Ashen on Sat 17/02/2007 15:32:23
It is, however, in the BFAQ, which you should also have read.



Hmm didn't find a link to the americangirlscouts on http://www.adventuregamestudio.co.uk/.. is it linked there?
#5
Aaahh thats what i wanted yes =D thank you very much. Isn't something one will find in the manual   ;D
Just what i needed thanks
#6
It doesn't say in the manual. Is it possible to just add to a global int +1 instead of overwriting it?
Cause i have one event that has to be done and another for a dialog to appear.
For example i need to have talked about this with the guy and i must actually know that i need it from him for the option to appear.
So is it possible when one of the things is true to add 1 to the global int and then the other 1 aswell so when both is true the dialog option appears?
SetGlobalInt(10,+1);? something like this?
Or is there already a better way how to do this wich i haven't figured out yet?
#7
Uhh... kinda emberrassing... but i really somehow didn't see it for some reason for ages. I guess i was too concentrate on the problem. I simply chose the wrong charachter not the wrong animation. The Abw was supposed to get animated not ego. Wierd though that ego never changed to the sprite of abw.. but it all works now. so thank you very much yet again.   8)
#8
But in the manual it says the default is eBlock. And even after i wrote it in speficly like you suggested it still skips the whole thing.

------------------

EDIT:

Woops i think i found the mistake miself :D thank you very much :D i wouldn't have looked at it there if you wouldn't have replied so thank you very much
#9
I made a dialog function where when you finnally persuaded a guy to give you an item he walk over to fetch it comes back and gives it to you.
Everything works besides that it doesn't show the giving animation for this character.
Here is the my script:

function dialog_request (int chabis) {
      if (chabis==1) {
         character[ABW].Walk(399, 240, eBlock);
         Wait(160);
         character[ABW].Walk(284, 265, eBlock);
         character[EGO].LockView(28);
         character[EGO].Animate(0, 0, 0);
         character[EGO].UnlockView();
         cEgo.FaceCharacter(cAbw);
      }
}

It is view 28 and the first animation of it.. so 0.. no delay and play only once..  but he just seems to move over that and carry on without an error nor the wanted animation.
What did i do wrong?
#10
ok took some long time but i now found a solution

case closed
#11
Ok, i don't know if i'm really that stupid.. i looked through all the different tutorials and help files all they say is that when you change it in the global script to use the custom made gui it displays...
It doesn't for me.
Only when i put it on "permanent" it displays.. but that not really wanted. When i put it on popup model it shoudl pop down when i move the edge of the screen no?
I fiddeld around with the x and y  position but didn't change anything.

and as first screen i have title screen it shouldn't dissplay there.. i didn't figure out aswell how to exclude the titel screen..

i really tried to find the answer...  ???
#12
hmm. Makes sense.. well gonna try that then. Thanks for your help  :)
#13
Ah well yes with a "normal" font it displays correctly.. but why doesn't it do it it with this font?
And thanks Akatosh  ;D Really didn't see that
#14
With the game i'm working on at the moment i have the problem that always the lowest dialog option gets
cut off. I have a picture here to demonstrate what i mean.

http://mercucio.homelinux.net/agsdialogcut.jpg

And i can't figure out why ags does that. Has it do do with the font used? Font size or something?
Any help/hint would be greatly apprichiated.
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