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Messages - SilverWizard_OTF

#121
Follow the instructions i gave you above using ONLY the interaction editor. (Because you probably do something wrong with the script commands)
#122
Try this:
Ã,  MoveCharacter() Ã, (Or any other thing you want)
Ã,  DisplayMessage()
Ã,  SetVariableValue(ROOM,2) Ã, at the interaction editor
Ã,  pause command prosecor for a certain time(20)
Ã,  Go to a different room at specific coordinates...
-----In the other room AfterFadeIn section------------------------------------------
If a variable is set to a certain value(ROCK,2)-->
Ã,  Ã,  Ã,  MoveCharacter()
Ã,  Ã,  Ã,  DisplayMessage
Ã,  Ã,  Ã,  SetVariableValue(ROCK,1) Ã,  Ã, to avoid happen that again if you re enter in this room

I think i helped a bit... didn't i?
#123
At Game Settings, there is an option called "Thought uses bubble Gui...".  With this, you can tell what Text Windows you wish to use for displaying thoughts.
Is it so important that lips do not move? Anyway, if you want to display thoughts to a dialog, you should do something like this:

To the topics that you create, at each option, you should have a Run-Script command (RunScriptX, X is a number). So you will go to function dialog_request (i hope you know about it). There, you can type "DisplayThought" and type whatever you want the characters to say.

Did i help?
#124
When does it give an error? Before the game starts, or while you are testing it?

You should re-install AGS. Maybe one of its files has been destroyed or misquoted (i do not know how could this happen).

I hoped i helped a bit.
#125
I knew that, that's why i had in my mind that i should use greater values on Run-script.
   But i haven't used text parser for a long time, so i forgot that.
Thanks for your pointer,  Scorpiorous.
#126
Beginners' Technical Questions / Re: dialogs
Mon 06/09/2004 17:31:17
Well, even a Wizard may be confused with something else, and give a muddy answer.

Yes, you have right, there is no reason to use a number over 100.
#127
Even better, you can use the script command AnimateCharacterEx(). With this command you can set more parameters, such as if you want the game to wait  while the character is animating.
  It is useful if you do not want to use While statement (which personally find it a bit complicated method).
See more details about this command from Online Help of AGS engine.
#128
Beginners' Technical Questions / Re: dialogs
Sun 05/09/2004 21:13:02
I hope you know about dialog_request function and how to use it with the dialog script editor.

IF character tells "no", to dialog's script editor, after "no" option, type
run-script  X (where X is a number, and should be over 100).

now to the global script:

function dialog_request(int param) {
   if(param==100) {
       QuitGame(0);
        }
    }

"QuitGame" is  a command that tells game to exit.   (0 means it exits without warning and 1 means it  asks player if he wants to quit).

That's all.
Did i help a bit?
#129
Well, i think Snarky has right. AGS engine should allow that trick.
#130
About your first question: There isn't a "standard" way to end the game. And that's better, isn't it? You can do whatever you want.

I will give you a hint: Let's say your character does something, and he dies, or missed something, or failed to do something e.t.c. After the all stuff you add for to inform the player that he has lost, you can add a "Go to a different room" from the interaction editor, or via scripting, using the NewRoom script command. In the new room, you should check the "Player Invisible" option, make a picture of a e.g. "Game over" sign, hide mouse cursor with HideMouseCursor() script command, and that's all! You can also fill this screen with a HotSpot, and from the Hotspot's interactions, add: "Any click on hotspot"--> Run Script--> QuitGame(//0 or 1).

About your second question:  Dialogs have a kind of script.  (Edit script option.) See "Conversations" at the Online Help of AGS engine. Now if you want to do more advanced things, you need to type (where you want to happen something) Run-Script e.g.100 (i advice you the number be equal or bigger 100).
   Then go to Dialog_Request function   (See Dialog_request from the Online Manual for more details). 


               function dialog_request(int param) {
                   if(param==100)  {
                       //do things   (like a custom function)

I hoped i offered you some help.
A last hint:  Check the scripting tutorials (from Online Manual) to see the way of creating your own custom functions.
    Did i helped?
#131
Well, here is a problem which ONLY a "Go to" script command could solve!

function do_this();
  //somecode
  do_that();                     //a custom function

function do_that();
   //some code
   do_this();

E.g. do_this is a function where Player1 do certain things.
E.g. do_that is a function where Player2 do some other things.
  Then, game returns to Player's1 function.

Something like that i wanted to do.
Personally, i think that problem is a kind of bug.
   Engine should scan the WHOLE script, before gives error, or at least the script header first.

#132
Yes, but:

I want to do something like this:

function do_this();
  //somecode
  do_that();                     //a custom function

function do_that();
   //some code
   do_this();

I want to do this for to create a "cycle". What shall i do for it?
#133
Hello
My problem is a bit strange.

I have created some custom function and i have put them to the top of my Global Script. Well:
  function do_something() {
     //some code
     do_this();
     }

Do_this is an other custom function that i created. Well, when i do something like this (when i running a custom function via an other custom function), AGS engine gives this error: Error, the problem was in Main Script: Already referenced name as import.

Thanks for your help.

EDIT: Well, there is more! Now sometimes it gives an error when i create custom functions and tells the same things! It is a bit  madding
#134
Obviously i believe you!  :)
#135
Maybe it's because your (maybe) low RAM.
How much RAM do you have (AGS editor needs 32MB RAM, but i have seen AGS games that need 128MB RAM, like Quest for Glory 1 1/2.)

Also, check if these games work to a PC. If not, it just means that they are destroyed files.
#136
1 string password;
2 InputBox("The password is",password);
3 if(password==silver) // do things
4 if(password != silver) {
5   Display(WRONG!);
6    "Go to 1;"

It is usefull for something like that, so to do not be obligated to use functions for a so simple case.  But i agree that  using usually this command (Go to) it may make the script code a bit confused and a mess.

Using Function would be:

After fade in:

password_type();        //custom function (lines 1-2)
if(password==silver) // do things
if(password != silver) {
Display(WRONG!);
password_type();        //repeat the function
}


Ok, i got that.

BoriZ,  congratulations for your argumentation!  ;) 
(You should be proud with that,  because a Wizard is used to congratulate only people that really deserve it).
#137
General Discussion / Re: Creating .GIF files?
Sat 28/08/2004 19:05:21
Thank you VERY MUCH Darmien!
This was EXACTLY what i was looking for!
#138
General Discussion / Creating .GIF files?
Sat 28/08/2004 18:48:36
Hello users of AGS
I just wanted to know if i can create a .gif file via a .bmp one.
I mean, i have a flag that waves (animation) and it is in .gif format.
How can i create something like this? Can i do it with Microsoft paint program?

Thanks for any help.
#139
I hope i will be able to give some help.

Go to your Cursors, Uncheck the "Standard cursor mode" from all, except from the cursor that you want to have Hotspot.
   I would advice you that Non-hotspot cursor should be the Interact, and Hotspot the Look.  (it doesn't have really importance anyway).
   Now Mouse move over hotspot--> Run script: SetCursorMode(y), where y is your Hotspot cursor.
  Go to interaction of Hotspot 0 (no hotspot)!  mouse moves over hotspot--> run script: SetCursorMode(x), where x is your Non-Hotspot cursor.

Did i help? 
#140
Advanced Technical Forum / Re: Saving
Sat 28/08/2004 13:41:40
You can create a variable, whose value will be changed according the room that the player will be in.
     Global script:
int Save_value;

At the end of global script you should type: export save_value, and at script header, import save_value. So to be able the room script to read and edit this value.
At the interaction editor--> before fade in, of each room, you should change its value,  (  Run script:  save_value= //room number) according to the room number, so to be able to keep track of where is the player.

Then, when character clicks SAVE button, run a script like that:
        if(save_value==4) SaveGameSlot(1,"Church", GetTime);
e.g.  if(save_value==5) SaveGameSlot(1,"Graveyard",GetTime);
Where 4 it is the Church's room number.
Where 5 is Graveyard's room number.

I am not sure about if it is right to add a GetTime command where i added it. Try first without it  ( SaveGameSlot(1,"Church");), then try to add the GetTime command where i put it.

I hope i helped a bit.
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