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Messages - Slasher

#3281
Blast it! I did miss the closing brace and redone Wait to Wait (1) >:(

Thanks  MiteWiseacreLives!

#3282
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


#3283
New Screenshot:

Is paradise all that it is made out to be when you come across the Copulater's?







#3284
Hints & Tips / Re: House of de Sade
Tue 10/09/2013 20:40:28
QuoteI am stuck very early in the game. Actually I am in the dormitory, where an evil presence is banging on the door. What am I supposed to do next?

Spoiler
Have you tried the Grouch food on the door? You will need to open the tin first.
[close]

Hope this helps you progress...

cheers

#3285
I suppose you could do that by stating it in Global Rep Exec but you will need to amend for every room that the player is in and what room he goes to.

This way whenever you select it (hand) in your inventory the events will run.

Code: ags
if(player.ActiveInventory==iphone && player.Room==3) // change player to characters script name etc etc and by donating: player.Room==[n] means you can use it in any room and just change Room number [n] the player is in.
{ 
player.ActiveInventory=null; 
gInventory.Visible=false; 
SetNextScreenTransition(eTransitionInstant); 
player.ChangeRoom(3, 168, 254);// Set Room and co-ords to change to here
}


and of course to go back to previous room (as Khris stated) use:
Code: ags
SetNextScreenTransition(eTransitionInstant);
 player.ChangeRoom(player.PreviousRoom);




#3286
Quotei want the player to be able to either leave the room using the door with a fade transition or use the phone with an instant transition.

You could have it where you use the inventory item (iphone) on yourself.

In the characters events panel select 'Use inventory on character'

You can then add this (example):

Code: ags

if(player.ActiveInventory==iphone && player.Room==3) // change player to characters script name etc etc and by donating: player.Room==[n] means you can use it in any room and just change Room number [n] the player is in.
{ 
player.ActiveInventory=null; // Takes away the iphone inv cursor when transported to next Room if required
SetNextScreenTransition(eTransitionInstant); 
player.ChangeRoom(3, 168, 254);// Set Room and co-ords to change to here
}


Or walk through the door for Fade instead.
#3287
Thanks Khris,

That's nice to know.

Unfortunately the way the loops were made made it quite impossible to implement. I will keep what I have learnt about this for any future implementations of a similar nature.

cheers

#3288
Hi Andail,

what I was attempting to do was quite complex and probably a 'bridge too far'... I'v since scrapped that idea and have re-thought the situation and have done a more durable animation and script that is working perfect.

Yes, I know that the script was not perfectly laid out etc but I was in a bit of a turmoil at that time.


Cheers



#3289
I'll update this here post asap with more details.
#3290
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





#3291
I think its about time code=ags was automatically implemented by the insert code # icon.



#3292
Thank you so much for your help Crimson

It seems to do the trick (nod)

cheers

#3293
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

#3294
Hi

I don't think there is anything wrong with using the default walk, look, talk and interact options.

There may be scenes where an extra option could be added such as push, pull etc etc giving the player not only a clue but also other options that can be performed.

Having grown up on games of the 90's people nowadays are bound to strive for better options and stuff but if you can remember way back then it seemed simple but great fun and I think more and more people are out to try and impress us with there new ideas so much that they forget the reason why we all play games in the first place.

Having said that,  there are a number of members here that have it sussed :-D

#3295
Oh, so you have to double click 'Types' to show options.

Cheers Crimson ;)

#3296
QuoteGo to Project Explorer -> Audio -> Audio Types -> Music (double click) -> "VolumeReductionWhileSpeechPlaying" property.
I'v never found this option....could you explain Crimson?

cheers
#3297
The Rumpus Room / Re: Icey games' thread
Sat 31/08/2013 15:38:12
Hi,

It's just that 'IF YOU WERE PAYING' (instead of CJ) for the hosting of this forum you may see things in a different light.

Anyhow, so be it.
#3298
Hi Khris,

QuoteWhat happens if you leave the room after grabbing the clam?
If you grab the blue clam (oblueclam: one that changes the mouse graphic) you cannot leave the room and you say "I must kill that crab and get those red clams near it." Apart from this crab scenario you can leave and return any time. After getting all 10 red clams you can't enter this scene again. You need all 10 need clams to buy an Air Shell.

QuoteIs there a reason why the player can't simply pick up the clam, then use it from the inventory?
You do not see or have access to your inventory as you PED will not function at the depth of water you are at. All you have is a red clam GUI with 10 slots that are filled each time you grab a red clam (you need 10).

The idea is too get rid of the crab as it sits near some red clams. As you can't use inventory I have gone this way and the results are fine. You are told earlier that blue clams are poisonous.

There is a region that stops you getting too close to the crab until you use the blue clam cursor.

I hope this clears things up.

QuoteAlso, what's with your indentation...? You aren't doing it for us, you know:
I find this way is easier for me to read because of failing eyesight.

Cheers




#3299
This lot appears to the job (fingers crossed with further testing  (roll))

Code: ags
function oblueclam_Interact()
{
 cSpaceman.Walk(514,1597, eBlock, eWalkableAreas);
 cSpacemanLoop=2;
 
 if(see_crab==false) // not seeing the crab
 {
 cSpaceman.Say("This blue clam is poisonous.");
}
    else if (see_crab==true) // after seeing the crab a region turns see_crab to true.
    }
    cSpaceman.LockView(43);
    cSpaceman.Animate(2, 4, eOnce, eBlock);
    cSpaceman.UnlockView();
    oblueclam.Visible=false;
    cSpaceman.Say("Got it.");
    got_blue_clam=true;
    mouse.ChangeModeGraphic(2, 2228); // mouse becomes graphic of  a blue clam.
   }
   }



Code: ags
function ocrab_Interact()
{
  if(see_crab==true && crab_dead==false && got_blue_clam==false)
  {
  cSpaceman.Say("There's no way I'm going to wrestle that giant Crab!");
  }
      
      else  if(see_crab==true && crab_dead==false && got_blue_clam==true)
      {
      cSpaceman.Say("That's killed that giant Crab!");
      crab_dead=true;
      mouse.ChangeModeGraphic(2, 812); // mouse returns to normal graphic.
       }
        
         else if (see_crab==true && crab_dead==true)
         {
         Display("The giant Grab is now dead.");
         }
         }
      



Cheers


#3300
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


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