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Messages - alisa_tana

#21
Ah okay... do I need to do the Export on every script that uses that variable, or just the first one?
#22
Again, I know I'm being stupid and missing something...

My script was getting much too big, so I've split it up into different modules (in the new 3.0 btw).  I've got a lot of variables I use throughout the different pieces, so I created one Script just for the variables, and put it at the top of the script list. 

In the ash I've got all of them as
Code: ags

import int ENEhealth;

and in the asc some of them have starting values:
Code: ags

int ENEhealth=120;


But I get an error when trying to run a test game:
QuoteScript link failed: Runtime error: unresolved import 'ENEhealth'

This is the 7th variable in the script, and one that's used in almost ever script.
I found a few other topics related to this error, but none of them seem to be the exact same problem...

If you need to see the whole thing, it's here

#23
Quote from: NiksterG on Wed 30/01/2008 00:09:39
However, it seems that whenever I test the game after editing the script in the room, the room editor closes and leaves me at the script editor. It kind of annoying to have to open the editor again every time I test the game.

And here I thought I was going insane and forgetting that I'd closed the room.  I completely agree with this point.



Myself, I would like it if you could make the room script split into its different parts, like you had in the previous version.   For organizational purposes really, so I don't have to scroll through lots of script to get to what you need.

And maybe Double-clicking on an Object in the room editor brings up the dialog to choose an image.
#24
Ah thanks!

I don't really need the Walkto mode anyway, but just turning that option off wasn't enough.

Putting in that script worked after correcting the (mouse.Mode == eModeWalkto)  ;p
#25
I know I'm missing something.

I just upgraded to the new v3.0, and I'm having trouble setting up the interactions for an object. 

I created the object, named it oCHAang, clicked on Events, and then clicked on the Any Click, which takes me to the room script, like it should.

So I put in something simple, for example:
Code: ags
function oChAang_AnyClick(){
Display("Hello");
}


And then test it out.  and when I click on that object, nothing happens.

I've tried it with the different events too, and all of them seem to behave the same.

The only other thing I've got in the room script right now is:
Code: ags
function room_AfterFadeIn(){
SetCursorMode(eModeInteract);
}
to change the cursor.

Please help this poor ignorant fool figure out what she's missing.

#26
I like the new editor, mostly.

One thing that I'm not fond of, however, is when you were setting up interactions in the old version, there were some preset commands, now it looks like it's entirely all scripting.  Which for a non-scripter makes things a little more challenging.

Especially when I can't seem to get the Any Click on Object function to do anything.
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