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Topics - Slasher

#381
The Rumpus Room / Option Dialog style
Sun 10/11/2013 16:46:45
Hi,

Which 'options' dialog style would you prefer to be confronted with regarding talking option dialogs?:

A) Dialog text box with options
B) Image Icons as options depicting dialog subjects (ie Broken Sword.)

slasher

#382
Hi,

I wonder under what circumstances would the speech pack option in the setup be greyed out and non selective?

Cheers
#383
Hi,

I have just discovered an issue that must be sorted.

It appears that Reset Room does not reset Do once only.

When going back into the Reset Room certain things do not run.

Shoot an object = do once only = turn to fire =  score points just once.

Re entering the room the object fails to react at all.

QuoteResetRoom from Manual:
QuoteDiscards all the data that the engine has in memory about when the player last visited ROOM_NUMBER, and resets it as if they'd never been there. The next time the player goes to that room, all the objects and scripts will be in their initial state (as set up in the editor), and not how they were when the player left the room. The "First time enters room" event will be run when they enter this room again.

Can you help with this please....

#384
Hi,

i'm having a small issue with this:

In global rep exec always I need the appropriate label to change when conditions are met but the label fails to change text.

Code: ags
//LABEL CHANGES
   
  if (Game_finished==true &&  have_coating==true)
  
  if(Lab2.Text=="Find way to land on KOI 703 with the green gas."){
  Lab2.Text="Find way to land on KOI 703 with the green gas. Now have protection.";
 }  
  else if(Lab3.Text=="Find way to land on KOI 703 with the green gas."){
  Lab3.Text="Find way to land on KOI 703 with the green gas. Now have protection.";
 
 }  
  else if(Lab4.Text=="Find way to land on KOI 703 with the green gas."){
  Lab4.Text="Find way to land on KOI 703 with the green gas. Now have protection.";  
   


Could you help please.

Edit

Think it is one place (""); and the other place ""; :-[


#385
Hi,

under what conditions would this bring up an error:
Code: ags
close_save_game_dialog();


GlobalScript.asc(411): Error (line 411): Undefined token 'close_save_game_dialog'


Saves are not being saved with each new game and only 1 save can be made.





#386
Hi

Would you help with a solution to this:

I am trying to stop the mouse moving y as the below image shows.

afaik you can't use StopMoving() with mouse.

The player moves to mouse y only.

Not sure if I should be using mouse.SetBounds or not and even so I would need a small hand setting it.



Cheers

#387
Hi,

would you help me please.

What would be the best way to check if a Cutscene has been skipped? You use Esc to skip.

cheers

EDIT:

Just seen this by Khris so will try something with it:

Code: ags

function repeatedly_execute_always() {
  if (Game.InSkippableCutscene && IsKeyPressed(eKeyEscape)) {
    Display("You tried to skip.");
  }
}




#388
Hi,

would you help with a problem I seem to have?

It involves 'over hotspot'

If a certain inventory item hovers over a hotspot then events run. I use a number of hotspots and each has their own events.

To stipulate what hotspot to run its events I use this in mouse over hotspot:

Code: ags
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hTree){ //  specifies hTree hotspot


But I also want to add the condition that if player has a particular inventory Item in which case it sets a boolean true which affects when interacting with hotspot.

Code: ags

   if(cSpaceman.ActiveInventory==iGieger){

   mouse.ChangeModeView(eModeUseinv, 105);
   cSpaceman.SayBackground("Radiation is very low there but constant exposure will make you sick.");
   tree_done=true; // changes 'interact' hotspot event.


Code: ags

function hTree_Interact()
{
  if(tree_done==true){

  interact_with_2();
  }  
  else {
  interact_with();

}
}


At the moment having the correct inventory item turns all the boolean to 'true' before it's actually over hotspot hTree for example.

I have tried a couple of things but to no success yet.

Hope you understand what I mean.

cheers


#389
Hi

I need a condition where if you use any other inventory other than igeiger you get the same response on 'mouse over hotspot'. Of course it won't take ! operator. There should be NO response with any other Mode.

This is what I have so far:

Code: ags

function hHotspot14_MouseMove()
{
 if (cSpaceman.ActiveInventory==iGieger){
 mouse.ChangeModeView(eModeUseinv, 107);
 cSpaceman.SayBackground("Radiation is very high there and exposure will kill you!");
}
 else { // Should be if any other inventory is active

 Display("You realise that using that won't help find the mysterious object."); // appears with any Mode.
}
 if(mouse.Mode==eModeInteract||mouse.Mode==eModeWalkto|| mouse.Mode==eModeTalkto|| mouse.Mode==eModeLookat){
 cSpaceman.SayBackground("");
    }
    }


Will you help please?

cheers

EDIT

Re-thought and fiddled and came up with this that works and still leaves Interact/look/talk free from 'over hotspot'.
There are numerous type hotspots.
Code: ags

function hHotspot12_MouseMove()
{

if (cSpaceman.ActiveInventory==iGieger){
   
   mouse.ChangeModeView(eModeUseinv, 105);
   cSpaceman.SayBackground("Radiation is very high there and exposure will kill you.");

}
 if(mouse.Mode==eModeInteract||mouse.Mode==eModeWalkto|| mouse.Mode==eModeTalkto|| mouse.Mode==eModeLookat){

  cSpaceman.SayBackground("");
  }
  }



Code: ags

function hHotspot12_UseInv()
{
if (cSpaceman.ActiveInventory==iGieger){
  
  mouse.ChangeModeView(eModeUseinv, 105);
  
}
  else {

  Display("You realise that using that won't help find the mysterious object.");

}
}






#390
Hi,

I'm having a spot of trouble with my main room: Room 1

Everything works ok until I get to this part AfterFadeIn():

Code: ags

}
 else if (cSpaceman.PreviousRoom==24)
{
  AudioChannel *channel = aScuttling_creature.Play(); 
  
  int soundPos = -80; 
  while (soundPos < 80)
{
  channel.Panning = soundPos;
  soundPos++;
  Wait(100);

// if I take all the audio and panning out it works fine else this condition all gets repeated. Adding a Bool does not seem to alter the repeating.

 cSpaceman.Say("Hey! Something just brushed passed!");
  
 game.speech_text_align =eAlignLeft;
 Button23.Animate(5,0, 2, eRepeat);
 cSpace.SayAt(3, 300, 200, "Captain. The bridge deck appears to have been breached by an unknown entity.");
 Button23.NormalGraphic=414;
 game.speech_text_align =eAlignCentre;
 cSpaceman.Say("Something is on this ship  and I fear our journey could be jeopardized. SAL: activate force field.");

 game.speech_text_align =eAlignLeft;
 Button23.Animate(5,0, 2, eRepeat);
 cSpace.SayAt(3, 300, 200, "Force field activated Captain.");
 Button23.NormalGraphic=414;
 game.speech_text_align =eAlignCentre;
 cSpaceman.Say("Whatever it is it's not leaving this ship!")
 }
}




Can you see / help with an errors / corrections please.

Thank you


#391
Hi,

I would like to know if you add loop 3 to 2 (continuous movement L R R L)you can still have 'if' loop 2 or 'else if' loop 3 because at the moment only loop 2 seems to apply to the condition as it should be (Yes I know its not loop 1 and 2 (L R)).


As in Rep Exe:
Code: ags

}
 else if (PPColliding.OWithO(opurpbanana, otop2))
 
 if(omonkey.View==84 && omonkey.Loop==2)
 {  
  cSpaceman.ActiveInventory=null; 
  omonkey.Move(opurpbanana.X-0, opurpbanana.Y+30, 20, eBlock, eAnywhere);
  opurpbanana.Graphic=2472;
  omonkey.Move(omonkey.X+200,  omonkey.Y-0, 4, eBlock, eAnywhere); // THIS WORKS through to end ok
  omonkey.Visible=false;
  opurpbanana.Move(cSpaceman.x+0, cSpaceman.y-0, 4, eBlock, eAnywhere);
  mouse.Mode =eModeInteract;
  cSpaceman.Say("The monkey dropped the tyre for the purple banana. Good thing I helped that alien. I don't need bananas anymore.");
  cSpaceman.LoseInventory(ipurpban);
  }
  else if(omonkey.View==84 && omonkey.Loop==3)
  {
  cSpaceman.ActiveInventory=null;
  omonkey.Move(opurpbanana.X-0, opurpbanana.Y+30, 20, eBlock, eAnywhere);
  opurpbanana.Graphic=2472;
  omonkey.Move(omonkey.X-200,  omonkey.Y-0, 4, eBlock, eAnywhere); // THIS MOVES AS IF Loop 2
  omonkey.Visible=false;
  opurpbanana.Move(cSpaceman.x+0, cSpaceman.y-0, 4, eBlock, eAnywhere);
  mouse.Mode =eModeInteract;
  cSpaceman.Say("The monkey dropped the tyre for the purple banana. Good thing I helped that alien. I don't need bananas anymore.");
  cSpaceman.LoseInventory(ipurpban);
   
 } 


If you spot any errors and/or can assist me with this I would be grateful.

Meanwhile I will look into this further.

Cheers





#392
Hi

What I am trying to do is have the character cSpaceman walk to mouse x, mouse y+340

It is a 'scrolling' room and events are activated by a hotspot to throw a projectile straight up after cSpaceman has reached mouse x mouse y +340.
Code: ags

 cSpaceman.Walk(mouse.x+GetViewportX(), mouse.y+GetViewportY());

// Was using this but it ignores scrolling room.
 cSpaceman.Walk(mouse.x, mouse.y+340, eBlock, eWalkableAreas);



Will you assist me please.

cheers

#393
Hi,

please excuse my memory loss at this present time but I could do with a reminder.

Interact means Mode 2

scenario:

Player clicks (Interacts) on Object A. If you have seen Object B then the mouse changes Interact graphic to 2228 (image of oblueclam), if you have not seen Object B then it stays as default (812).

So far so good and the Interact cursor does change graphic.

Now, if you click (Interact) with Object B with default Interact Graphic (812) you say this or if you click (Interact) with Object B with Interact Graphic (2228) further events run and the Interact Graphic then returns to default (812)

Object A= oblueclam
Object B= ocrab

So, I need a condition for 'if the mouse mode (Interact) graphic is [n]' do this else do that.

Hope this explains the scenario ok.

cheers


#394
Hi

I'v hit a problem scenerio:

I started a game with voice but later decided not to have voice so I took out all the voice numbers.

Anyhow, i thought I would add a narrative bit and added a voice number. It failed to work so I deleted the Vox and rebuilt the game and a new Vox was compiled (new Vox file visible). However, it seems it is not registering the speech files like it used to and will not play any of the speech and voice/text controls do not show up in the CP.

Any ideas?

cheers





#395
Hi

I am trying to figure out the following.

Room size 1000 x 2000.

One left edge is a GUI (gGuage)70 X 1800 with a Button (BGuage) that follows characters y up and down.

What I am trying to achieve is for the GUI to fill the whole 1800 (length) instead of just the seeing the top half (480).

The game is 640 x 480.

Would you help please?

cheers


#396
Meltdown  :-[

After Room Fade in and after previous Room checks we get:

Code: AGS

}
 if (cEgo.HasInventory(iPlates || isatellite || ipilot || ipump ||isilicon || idiode || itubes || ipower || iair))
{
 cSpaceman.Say("I think I can help fix the thrusters SAL.");
 game.speech_text_align =eAlignLeft;
 Button23.Animate(5,0, 2, eRepeat);
 cSpace.SayAt(3, 300, 200, "Hope so Captain. We must complete our mission.");
 Button23.NormalGraphic=414;
 game.speech_text_align =eAlignCentre;
}
}


Could you jog my memory regarding if HasInventory bit?

cheers

#397
Hi

I have been searching high and low to bring this to a conclusion and solved:

There are 8 objects. Using inventory on any object changes that object's graphic, repeating changes graphic back.

You have only to change 5 objects to be successful, however, they need to be done in the correct order.

Objects are:

obutt1
obutt2
obutt3
obutt4
obutt5
obutt7
obutt8
obutt9

I have also given each object a boolean used when changing its graphic and a value int if correct.

Example: Think along the lines of a musical keyboard and playing only the correct notes and in the right order. Playing a wrong note will void the sequence.

Everything works except the order.

Have you got any pointers as to the best way of doing this or at least help with some assistance?

cheers


#398
Hi

What would be the way to turn off a Dialog Option BEFORE the Dialog begins?

If player has this inventory item then turn this option off in the Dialog.. sort of thing.

cheers

EDIT: I should have realised it goes in the Dialog startup entry point.


#399
Hi

I've got a situation that up to now is still unresolved.

Splash screen:

+ Cutscene
- Cutscene
Load

On clicking the + Cutscene a Typewriter (Typewriter Module) starts typing text.

Now, if the user presses ESC to bypass the Cutscene the screen freezes for about 15 seconds and the Cutscene ends and the game carrys on.

I find the 15 second wait unacceptable.

I was in two minds how to deal with this.

Any thoughts?

cheers


#400
Hi

any idea as to why this error message should arise?

Error: Out of memory: failed to allocate-1795162107 bytes (at PP=200)

cheers




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