Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - ScottDoom

#181
Thanks for the info. I wasn't sure if I could include multiple commands under one if statement. I'll test it out now.

The character "FISH" still isn't doing anything. He stops following character "JER" and just stands there. I want him to run through loop 0 of VIEW5 once, and then after that I want him to remain in the final frame of VIEW5...

if (character[GetPlayerCharacter()].inv[1] > 0) {Ã, 
Ã,  DisplaySpeech(JER, "GIVE ITEM MESSAGE");
Ã,  FollowCharacter(1, -1);
Ã,  SetCharacterView (FISH, 5);
Ã,  AnimateCharacter (FISH, 0, 5, 0);
Ã,  ReleaseCharacterView(FISH);
Ã,  LoseInventory(1);
}
else if (character[GetPlayerCharacter()].inv[1] == 0) {
Ã,  DisplaySpeech(JER, "NO ITEM TO GIVE MESSAGE");
}
#182
Ok. Here is my long and weird looking script:

if (character[GetPlayerCharacter()].inv[1] > 0) {Ã, 
Ã,  Ã, DisplaySpeech(JER, "GIVE MESSAGE");
Ã,  Ã, }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  FollowCharacter(1, -1);
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  SetCharacterView (FISH, 5);
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  What goes here?
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  ReleaseCharacterView(FISH);
Ã,  }
if (character[GetPlayerCharacter()].inv[1] == 0) {
Ã,  DisplaySpeech(JER, "NO GIVE MESSAGE");
Ã,  }
if (character[GetPlayerCharacter()].inv[1] > 0) {
Ã,  LoseInventory(1);
Ã,  }

I've been using the built-in functions to look up commands to write in my scripts, and for this one I looked up how to make a character play through an animation before doing anything else. It was right there, titled "Character - run animation loop." However, unlike the other functions, it didn't give a script example at the bottom so now I'm stuck.

Thanks for the help.
#183
Grundislav, that was hilarious.

Mine sucks:
#184
Hahah. I looked at the room script, and added a } at the end and it works now. I noticed before that it usually added one at the end. I wonder how it got lost this time...

Sorry for being such a n00b at scripting. I'm just trying to script every type of situation possible in my mini/test-game thing before I start on my real game.
#185
Ã,  // script for room: Player enters screen (after fadein)
if (character[GetPlayerCharacter()].inv[1] > 0) {Ã, 
Ã,  Ã, Display("Jeremy, I believe you have everything.");
Ã,  Ã, }
if (character[GetPlayerCharacter()].inv[1] == 0) {
Ã,  Display("Jeremy, I think you missed something.");
Ã,  }
if (character[GetPlayerCharacter()].inv[1] == 0) {
Ã,  Display("If only there were some way you could go back in time and get what you needed...");
Ã,  }

Maybe I'm blind, but I'm getting this error: "Function still open, missing }"
#186
Well, it worked without the export line... But I'll add it.
#187
www.250free.com

Try there.
#188
That works. Thanks a lot. I wasn't sure on how to use the import thing... Isn't there also an export function? What's that used for?
#189
Even though I live in Hawaii, I have a crappy view. I can see my sexy car, my dad/mom's car, along with a few other cars in the parking lot. Across the street I can see another parking lot with a building identical to the building I live in.

My girlfriend lives on a huge hill, and even though it's basically in the middle of the island you can see the ocean if you stand at the edge of the driveway. It's really nice, but the neighborhood looks like crap and half the cars on the street are stolen and falling apart.

#191
Since I'm still a newbie at scritping I'm just posting this in the beginners area, but I guess it could go in the advanced...

Anyways, I had a hotspot on my background with an interaction script like this:

Ã,  Ã,  if (rock == 0) {
Ã,  Ã,  AddInventory(1);
Ã,  }
Ã,  if (rock == 0) {
Ã,  rock += 1;
Ã,  }
Ã,  if (rock == 1) {
Ã,  Ã,  Display("MESSAGE ONE");Ã, 
Ã,  }
Ã,  if (rock == 2) {
Ã,  Ã,  Display("MESSAGE TWO");
Ã,  }
Ã,  if (rock < 2) {
Ã,  Ã,  rock += 1;
Ã,  }Ã, 

It worked out pretty good. But now I replaced the hotspot with a character, and I want this same script on the character. For that, I can no longer put int rock; at the top of the room script, but I need to put it in the global script somewhere...

I'm not sure where or how to insert the int into the game (without having it reset if the game is loaded).
#192
Ok, that works. Thanks a lot for the help.

But now I have another problem (in a new thread)...
#193
I tried adjusting the speed below each frame, and I also tried adjusting the "Speed" and "Animation speed" of the character found on the character options menu. They didn't seem to do anything.

My guess is that the "idle" animation is set by default to play at certain times, and I need to change this...
#194
Ok. I'm working on finishing up my mini/test/whatever-game, and I'm trying to put in a tentacle-like character coming out of a hole in the ground. The tentacle is supposed to wave back and forth.

I added the character, set all of his views (idle, blinking, talking, etc.) as VIEW3, and for VIEW3 I put his animation files in for "Loop 0 (down)." When I tested the game, the character wasn't moving.

I sat there thinking about it for a while, and then all of a sudden the character waved back and forth slowly, then stopped again. After a while it repeated.

How do I make loop faster?
#195
Critics' Lounge / Re: Character
Thu 01/07/2004 06:05:31
Chikago666, that's a really great paint-over. So great, that I basically stole it. Hehe.

viktor, those arms make him look too wimpy. The legs are nice, but I want to be able to draw the down walking animation with this sprite, so I don't think the legs would fit.




I also just created the simple back view sprite, and I'm about to do the side view...



Whoops! Made the back of the shirt collar better:

#196
Quest for Glory IV (4)!

That game is great. Or... I think it was IV that I had... Maybe it was III... Yeah, I just checked. I had III. But I bet IV is just as good.
#197
Critics' Lounge / Re: Character
Wed 30/06/2004 22:05:01



I still don't know if I like it with or without the glasses... The glasses look more like a mask than glasses, I guess.
#198
Critics' Lounge / Re: Character
Wed 30/06/2004 13:09:43


How about that?
#199
Critics' Lounge / Re: Character
Wed 30/06/2004 12:48:17
Actually, I originally wanted to give him a full beard (mustache attached to the beard), but I couldn't get it to look right. Also, I had a look at Eric's character template, but his character is... naked and mine isn't so the shading reference isn't very useful there.
#200
Critics' Lounge / Re: Character
Wed 30/06/2004 12:43:36
I also noticed the "M" shape in the upper body. I'm not sure how to fix that. I'll fix the stripe though.

Any other suggestions? How can I make him look older? Right now he looks 20-somethin' rather than 39.

And could someone help me with simple shading? I could never figure out how to shade a person.

Oh, and is the one with glasses better?
SMF spam blocked by CleanTalk