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Messages - Slasher

#3241
Hi,

I seem to have forgotten that chess championships still existed... Well, its been about 40 years since I last heard about chess: It was the Spasky Vs Fisher game (laugh)

Looks like I'll have to check it out...

Old chess player.



#3242
Hi,

no one else has replied.

What if you 'if' query Button(s) to test if it is clickable true/false?

Have not tried but maybe AGS will recognize this.



#3243
Hi,

might have known. I took it out (speech.vox) as it was no longer required (nod)

cheers
#3244
Hi,

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

Cheers
#3245
Hi

I know this may not help this situation buts its worth a mention for future reference.
QuoteI am so frustrated i hadn't kept any recent backup... days and countless hours of work seem to be wasted
Like me you may have learnt the 'Hardway' about the importance of having a backup. I've had to rebuild a few games in the past from scratch, so I generally have 2 backups now, just in case.




#3246
Hi,

If I Right click the cursor vanishes.
#3247
Hi,

Thanks guys and especially to Khris for his piece of informal information and script.

It works like a dream and now I know (I should have realized) about Resetting Rooms along with Do Once Only.

I had to implement the script for over 30 objects along with a couple of other issues.

This rocket is 'up up and away', as they say.... (laugh)

cheers for help

slasher


#3248
Hi,

thanks guys.

Is this correct?

Code: ags

 //SHOOT CRAFT 1
  
  if(cmiss.PPCollidesWithO(ocraft1)&& cmiss.Transparency==0 && someGameState == false) {
  if (Game.DoOnceOnly("Craft1 destroyed")) 
  if (someGameState == false) {
    someGameState = true;
    aBang.Play();
    ocraft1.SetView(113, 3, 0);
    ocraft1.Animate(3, 4, eRepeat, eNoBlock); 
    cmiss.Transparency=100;
    Points=(Points +100);
  }
  }  


Then in the next room after the Room is reset:
Code: ags
}
 else if (cSpaceman.PreviousRoom==29 && Lose_Game==true && Lost==1) {
 
  someGameState=false; 
  ResetRoom(29);
}
  


I have implemented bool someGameState=false at the top of Room script.


#3249
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....

#3251


Dare you slip into the spacesuit of NASA astronaut John Dibble and find the answer to the burning question: "Are we alone?"

Completed and being tested.

Coming your way very soon in all good AGS shops.......................



#3252
Hi Khris,

Thanks.

Well, I have 6 labels on a gui, any of which can change depending on what conditions are met.

QuoteGiven the size of your game projects, I'd say you'd hugely benefit from learning a few more advanced bits of AGSScript. It'll definitely pay off.
I should really go to the next level when doing this so thanks.

cheers

#3253
Hi Khris,

the way I did this was an old way I used to do. And like you say it does works even if it is not a proper 'programmers' way: which I believe you do as a job?  Whereas I, at 58, and barely passed the abacus, still have much to learn. But I will says thanks for your response and 'Who loves ya' baby' (laugh)

Khris / Crimson: Not heard of or seen 'taskMessage' can you explain a bit more please.

cheers.
#3254
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 ""; :-[


#3255
Hi,

do we say:

1: Find 'RESONATE' objects

2: Find 'RESONANT' objects

which to use in terms of 'GET' and 'HAVE'...

cheers



#3256
I suppose you could always add some off-set extra backgrounds and run in as an animation (background animate) for a second or 2 that would look like a 'Shake'.... Possibly....

#3257
Hi,

quicky,

one way:

you could do an 'if' player View is this, player loop is this, player frame is this and then have it run the ShakeScreen from that.

Of course you could just make it only 'if' player View or Loop etc etc

If you can't code that please ask for help.

Hope this helps.

Another ways guys (nod)



#3258
Deep Space Mission: Are we alone?

Game is now 98% done and is almost ready for testing.

Expect release date end of November early December.




#3259
Sorry guys and thanks a bunch.

I misread the lines.

Thanks very much.

(nod)



#3260
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.





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