No, because AGS have to know about your function. See this thread:http://www.agsforums.com/yabb/index.php?board=6;action=display;threadid=5376
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Show posts MenuQuote from: Synthetique on Tue 20/05/2003 15:05:19Actually I think of adding a function allowing resizing and positioning of a window, the snow/rain runs in.
can i use it only to be seen in a window..
QuoteI want to make the opportunity to pick up a characterTo pick up a char you need to make an inventory item which represents your character. Then add next code into the character's interaction:
Quoteand even when i have the character in my inventar the possibility to go on talking to him.Here you should make some interaction with inventory item which runs a dialog you want. Of course you need to place the real character into the current room in order to be able to talk to him. After the dialog has been finished you may remove the character again.
QuoteNo, when you add the object, there would be a "Scrolling speed" button, which would differ from 0% to 200%.but what if it is moving also? ( MoveObject() )
Quotethink i am getting my head around the scriptingGlad to hear. it's really not difficult to script things in AGS.
Quoteas i am using the right button as use, the i suppose a right click on an inventory item should select it, left click while the item is active will unselect and right clicking with the item selected will attempted to use that item at the point of the click.Okey, first of all you want a different way of handling the inventory clicks than AGS processes internally. So you need to go to the game options and check Handle inventory clicks in script. This way you'll be able to handle them for yourself. If you look in the manual about that option than you'll find that with that mode turned on the on_mouse_click() function may recieve two additional values: LEFTINV and RIGHTINV. These values are passed in when you perform left/right clicks over the inventory window (to be more precise over the inventory items). Thereby LEFTINV should cause to look at the inventory item whereas the RIGHTINV should select it. The game.inv_activated variable maybe used along with LEFTINV/RIGHTINV to determine what inventory item player has clicked on.
a left click on an inventory item will look at the item also.
Quotei still have a few problems, yes i have read the manual but i only started this thing two days ago so you cant expect me to pick everything up at onceThe best way to study is just to keep trying.
QuoteSuch function won't work because it has to has two parameters: unhandled_event(int what, int type).
function unhandled_event(int button) {
if (IsGamePaused() ==1) {}
else if (button==RIGHT) {ProcessClick(mouse.x, mouse.y, MODE_WALK);}
Quotebasically i want to have a the player right click on an area if its an object that can be used it will be used, so say a tv in a room the player will turn it on, if the left click they will look at the object, ie "its a tv, 157 channels and nothing on" ok, if the object/hotspot cannot be used then the character will walk to that area unless obvisouly if its not in a walkable area.Actually to implement it you do not need unhandled_event() function. To accomplish this you have to write a special process click function instead:
QuoteIn order to use the button while on inv guis you have to check the 'handle inventory clicks in script' nad use the 'LEFTINV' and 'RIGHTINV' buttons in the scriptSpyros: That is, but the on_mouse_click() is called (with LEFT/RIGHTINV values) only if you have clicked some inventory item inside the inv window.
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