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Messages - Unknown_Terror

#41
none taken although you are wrong, believe me i've been stuck on this for hours, and i've read & looked at every possible thing, and none of it makes sense to me, Forgive me for seeming so stupid.

if (cBut.Room == 2) character[LAM].Walk(238, 141); I did this and it Ran the game without moaning. Only when i Talk to the character he still doesn't walk anywhere....

Ok Ashen what i am trying to do here is when the butler is in Room 2 i want my character to walk to a specific position to talk to him. When the butler is in Room 4 i want him to then go to the appropriate position to talk to him. Rather than not moving at all to speak to him or having to use 1 set or co-ordinates for the whole game.... I am running the script on the Character Interaction menu under "Talk To Character"
#42
Ok i understood all that anyway.
This would be correct....

int Room;
Room = 2;

But thats not what i want, Thats just saying the Variable "room" = 2.....and the script doesn't know that i mean "The Actual Room Number 2". Isn't there a variable type for this kind of thing? Do i need to do a function command? Like i said  i'm real lost here and my brain just can't get around how this specific script needs to be run to get it to work.

#43
I think thats my problem, I do not know how to declare variables in AGS. I don't need to check what room the character is in myself....But do i have to check it for the game to know what room a character is in?
#44
I'm still missing something. Or doing something completely wrong here i have done 2 variations of this script. and none seem to work, I just can't think about it in the right way. My brain has broken.

Heres the first one::::
// script for Character 0 (Butler): Talk to characterÃ, 
if (Room = 2) {
Ã,  character[LAM].Walk(238, 141);
Ã,  }

Second one::::

if (Room = 2) Character[LAM].Walk(238, 141);

It keeps saying Parse Error in expr near Room
#45
Yea you're right..

Humm i just need a little more help please if thats ok....

I am trying to write a script in the Character interaction menu for an NPC, so that when i talk to him in a certain room the main character will walk to specific co-ordinates only in that room. Rather than always walking to the same spot no matter what room he's in...because this NPC moves to different rooms.

I know the basis to the code, which is If Character is in Room(X) Then Character Walks to (X, X)...
but all i can think about is QBASIC language and there doesn't seem to be any THEN statements in AGS. So i'm a bit lost.

Thanks
#46
No it worked perfectly apart from the fact for forgot the word True at the end of the Walk co-ordinates.

I read through the manual on various topics and it didn't seem to explain it very well.

But i see now what i did wrong. I didn't realise i had to keep it as (int parameter) I thought i could make a shortcut without the IF statement to make it just run straight off. I won't make that mistake again....

Thanks a million for your help mate.
#47
Hey guys, I need a bit of help getting this part of my script to work..
In my Dialog topic i want the character i'm talking to to go get an item for me after i ask him about it. In my Dialog Script i have added the line: run-script 1 and to the Global script i have used the following code to do it....


function dialog_request (int 1) {        \\Something is wrong with this line
character[BUT].ChangeView(1);            I get the Error "PE02: Parse Error
character[BUT].Walk(198, 142);                   at "1"  I'm guessing 1 is the
character[BUT].FaceLocation(199, 88);         wrong value for the run-script
character[BUT].ChangeRoom(6);                   value.
Wait(160);
character[BUT].ChangeRoom(2, 198, 142);
character[BUT].FaceLocation(197, 155);
character[BUT].Walk(224, 147);
character[BUT].ChangeView(7);
}

Any help is much appreicated, Thanks in advance
#48
Yea ok then, I thought for a while that "While Player Stands on region" just meant after he stopped moving on that region/appeared standing on that region.

At least i can say i won't be making that mistake again.
Thx.

You could mark this post as Solved + Lock it, seeing as i figured out the problem a few posts ago..Cheers.
#49
Quote from: KhrisMUC on Tue 30/01/2007 08:00:39
Everything in "While player stands on region" is run 40 times per second. Maybe that's the reason.

So in effect i would have to counteract the running script as many times as it was run?
that makes sense, so by adding the new region to change the speechview back to normal while he is standing on it i reversed the effect.
It'd be a whole lot better if you could just End a SpeechView script from running. But nevermind.
#50
Yea i'm using 2 different rooms for light and dark.....This was before i realised you could change the light levels in a room. But it seems to work perfectly and you wouldn't even notice the room changing.

I will keep messing around with it, if i figure it out i'll post it. It just seems odd that the previous SpeechView script has taken over all the Speechview Scripts...It might have something to do with the room change to be honest. Maybe because the lightswitch is pressed and the script runs in room 4, for some reason it didn't calculate it for room 5 and the rest of the game

EDIT: Ok i got it.....by the way, i hate figuring it out after i've made a post here. It's not that i'm lazy looking for someone else to fix my problems. Just that other peoples input can usually lead people in the right direction.

What i did was in Room 4 After he presses the lightswitch i made a Region in Room 5 where he appears with Run Scripts...Looking like this

While player stands on region - Run Script: Change speechview
Player Walks onto region - Run script: change speechview
Player Walks off Region - Run Script: change speechview, disable region

I ran it once in all region triggers to be certain it run at all

Now it's back to normal....It mustv've been something to do with the lightswitch, it couldn't have run the script properly, or at all.... I had a similar sort of problem earlier where because an interaction changed the room, the commands in the room it changed to made the game freeze. Too much happening at once or something and the problem is that it tries to do the commands i set so quickly it can't catch up with itself. But i found a work-around for that
#51
Yes it changes the room to the lit up version, is this the problem?
By changing room i mean, Character goes from room 4 to room 5 on the same spot he presses the light switch
#52
No because when he walks off the region a script runs to disable that region as i only need it for a couple things when he stands on it, thanks for your input though
#53
Okay, I've looked at the manual and i've not found the answer in there.
I am having a problem

Okay so basically when my character enters one of my rooms i have a region which has Run Script command

2Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, character[LAM].SpeechView = -1;

Then when he makes his way through the darkness and initiates dialogue he doesn't use a speech view which is what i want him to do. Then when he interacts with the lightswitch i do another Run Script

2Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, character[LAM].SpeechView = 4;Ã, 

Which makes it back to normal. But it doesn't....from now on whenever he initiates speech the speechview isn't set to 4 like it should be. it's still set to -1 for some reason..... Is there a way around this?
I tried doing a Script before i set speechview to 4 with "stop" command on the 3rd line but it doesn't like that

Thanks to anyone who can help
#54
It was easier than i thought but sure.....

First - - -Ã,  Click Create View at the bottom of the View Option on the Left side of AGS



Second - - -



Now whenever your character speaks it will automatically play these animations simple really. Hope this helpsÃ,  :D
#55
Hi guys.

I need a bit of help,

I have made 2 Frames of an animation for speech ie. Mouth open and closed. I've done it for 3 Loops so he can talk when you see him on the left, right and front. But when i get AGS to play the animation as he speaks it goes super fast and doesn't do it at the same time as the text is displayed on the screen or it doesn't finish when the speech text disappears....

It seems to wait for the animation to finish before it starts the dialogue.
Is there a way to make it so the animation happens the same time as the dialogue? Then this way i can repeat the anim until the speech has stopped.

Thanks to anyone who can help  ;)

EDIT: Sorry for wasting a post, i seem to have found out how to do it, I didn't think the answer would be on the Character menu. Sorry again
#56
Critics' Lounge / Re: First sprite attempt
Mon 29/01/2007 18:00:43
Yea he looks alot better now
I like him, it's pretty basic and simple, but it works very well for him.
Looks alot like a Detective i would say, keep up the good work.
#57
Well i'd say a month maybe a bit more. Should have posted predicted release time in the first post but nevermind.

Depends how much time i have considering i work a full time job during the day. But i'm basically having alot less sleep to speed up the process. I think i work alot better at night anyway.
Thanks for the tip on posting pics, yea i should have thought of that, i usually tend to go with low quality/fast download formats for pics, but it's not the 56k age anymore, I will do that in the future.
#58
Quote from: CosmoQueen on Sun 28/01/2007 01:43:12
Cute graphics! Did you draw them yourself?

Hehe Yea I didÃ,  :)
I'll be drawing the whole game on my own
The walls in this room look a bit bare which is why i added the picture frames, but i think i still need something more, I'll work on it, maybe some border type wallpaper across the top will suit it.
#59
AGS Games in Production / Smokers Die Younger
Sun 28/01/2007 01:30:49
Hi guys, this is the first game i'll have actually ever made and heres a screeny of the first room so far.


The Living Room - The TV & Plug socket (Eminating smoke) are animated


The Hallway - With Plant & Lamps + A small Puzzle to get the game going


The Kitchen/Small Room - Usual Kitchen Appliances + When you first enter the room you have to complete a puzzle to turn the light on.

So before i give the whole game away i'll tell you about it:

Basically my game is gonna be all about the journey you go on sometimes just to buy a pack of cigarettes....There will be the normal sort of things you'd expect from an Adventure game in my game, except i will be mainly focusing on humour, graphics (to the best of my abilities) and the characters in the games personalities. The main character is called Lambert B. and he's about to go on a major journey to get his fix of nicotine.

Story = 100% ( I've written it all down )
Scripting = 12%
Graphics = 12%
Sound/Music = 0% ( Haven't started on this yet, but there will be sounds )
#60
Amazing thanks for fast reply

God i feel so stupid, i realise now that I did delete the invCustomInv Inventory box, i guess the script was still expecting it to be there, Now i've replaced it and the game works again. For some reason i just couldn't see that it was missing.

Can't thank you enoughÃ,  ;)
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