Thanks for the info 
It would be cool if those limits could be lifted at some point.

It would be cool if those limits could be lifted at some point.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Show posts Menu
// unhandled USE INV
else if (UsedAction(eGA_UseInv)) player.Say("That won't do any good.");
// unhandled USE INV
else if (UsedAction(eGA_UseInv)) {
if (player.ActiveInventory == iKnife) player.Say("I don't want to cut that.");
else if (player.ActiveInventory == iOtherStuff) player.Say("I don't even know what it is.");
else player.Say("That won't do any good.");
}
Quotep.s. i noticed that at the end of "function any_click_move" is a "Wait(5);" command...any specific reason why this is there? from what i can tell, all it does is cause the game to block for a fraction of a second every time the character reaches his destination...which felt kind of "glitchy" to me t.b.h.
#ifver 3.4
player.FaceDirection(dir, eBlock);
#endif
#ifnver 3.4
player.FaceDirection(dir);
Wait(1);
#endif
Quotewhat seems to be happening is that the names of inventory items get cut off after 24 characters.I only tried 15 chars when I tried it. But this is seems to be a limitation of AGS itself. The editor limits object names to 29 characters, but apparently it forgot about limiting inventory names.
QuoteI just counted 52 characters in total. Did you change the font of the label or did the label size change?
also: is there a limit to how many characters can be displayed in the action bar? i have an item that has a pretty long name and i noticed it gets cut off in the action bar even though there's still plenty of room left.
// --- PAUSE-GUI ---
if (keycode == eKeySpace)
{
// SPACEBAR
if (!IsGamePaused()) {
PauseGame();
AdjustGUIText();
gPaused.Visible=true;
}
else {
gPaused.Visible=false;
UnPauseGame();
//SetDefaultAction(eMA_WalkTo); <---- THIS LINE
//ActionLine.TextColor=ActionLabelColorHighlighted; <---- AND THIS LINE
CheckDefaultAction();
UpdateActionBar();
}
}
bool approachCharInteract = false;
set_approaching_char(bool enable)
function cBman_AnyClick()
{
// TALK TO
if (UsedAction(eGA_TalkTo)) {
dDialog1.Start();
}
// Just walk to BeMan
else if (UsedAction(eMA_WalkTo)) {
Go();
}
.....
function Speak(this Character*, String say, int loop, TextSpeed speed, int timeout, bool append, bool hidePortrait, bool bgspeech)
@1
player.Speak("Just saying.");
By continuing to use this site you agree to the use of cookies. Please visit this page to see exactly how we use these.
Page created in 0.146 seconds with 15 queries.