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Messages - barefoot

#341
Dear Iceboty V7000a

Something I had overlooked..  many many thanks...

cheers

barefoot
#342
Hi

Nothing seems to get this character to change view and animate whilst walking..could something possibly be blocking it?

here is a screen shot of the views (24)



Ive had a lot of problems with AGS lately..

barefoot

#343
Hi Studio3

after adjusting your code (caps etc) I put this in:

Code: ags

function region3_WalksOnto()
{
  cwizard.Say("I need to get across the river, that man may be a sage!");
  Display("You get in your canoe and oar your way across the Great River");
  cwizard.ChangeView(24);
  cwizard.Animate(2, 1, eNoBlock, eRepeat);
  cwizard.Walk(518, 186, eBlock);
 
}


The character animates but does not walk,,,, it is on a walkable area.

cheers

barefoot


#344
Hi Baron

All 4 loop views are correct ie they work in views view as it were and are view no. 24..

I'm using a workaround until it's sorted.

cheers

barefoot
#345

Hi

I've changed my character view so he is in a canoe..I have made the animating view and included this in the script below, yet he simply glides across without animating (rowing). The animating view itself is perfect.

The new view only lasts about 3 seconds and then he returns to his normal view.

Code: ags

function region1_WalksOnto()
{
  
  RestoreWalkableArea(2);
  cwizard.Say("I need to get across the river, that man may be a sage!");
  Display("You get in your canoe and oar your way across the Great River");
  cwizard.ChangeView(24);
  cwizard.Walk(518, 186, eBlock);

}


I don't normally have this problem...

cheers

barefoot

.
#346
Hi Monkey

nothing is blocking and it is supposed to be clickable.

I have a ladder, which is quite small with a minimal transpency either side of it, i have graphics in between the runs to blend in. It won't accept any clicks, yet if i move it  down the screen it does work...

barefoot
#347
Hi Monkey

I was aware that Objects can use Solid, did not realise you could use that with Characters as well.. Cheers Monkey.

I'm walking around the Object now, and have moved it down a bit.

No doubt I will have to cross that bridge again and I will keep in mind what you have said.

I'm giving myself a basics in Baselines it seems..

Another.. Some objects are barely clickable and I'm having to use Hotspots. Could this have anything to do with Baselines?

cheers

barefoot

#348
Hi

I have a little dilema as the subject title suggests.

I walked through an object (the well. I have several animated objects that work fine) so i adjusted the wells  y baseline and worked fine. Now it ignores a walkbehind!

If I set the object (well) baseline to false as the other objects then I can't click on it.



Have tried setting characters baseline but then it ignores walkbehind..

Any thoughts?

cheers

barefoot



#349
Hi

I am and producing a game of Norwegian fantasy  ie wizards and stuff..

I have made some characters and have the story line virtually written out.

My biggest downfall is backgrounds.

What I would like is a few (don't know how many yet) Viking style village scenes.

If someone can spare the time to run me some up that would be great.

I will tell each story for each scene required.

If you can help me please PM me.

cheers
barefoot












#350
Hi

I use this: [ to make a new line.  And this: [[ to make a paragraph.

Example:

Code: ags

 cEgo.Say("Hello, I am wizard Manga.[ How do you do. [[ I am well thank you");


Produces this:
Hello, I am wizard Manga.
How do you do.

I am well thank you.


I use it  for Say and Display options. Not sure about inside a text box, depends what you are doing.

barefoot



#351
Hi Khris

The Display works... but still not scrolling down..

cheers

barefoot
#352
Hi Khris

I put in 5 inv items at 4 per row so should scroll down to see last one.

The events are RunScript and I have given the arrow button script as shown above.

Not sure why.. In the meantime I am playing with the original inv and that works ok.

I basically copied what was in Original Inv events. But arrows fail.

cheers

barefoot


#353
Hi

I am making a new Inventory Window and have looked for the following problem i am having:

The graphics I use are fine and the Inv Window, Look and Select buttons for the Inventory GUI all  work as they should except the Arrows.

I have a imported my own images for the Arrows and have set their button scripts like the Scroll down below and have in Events used 'RunScript'. Somehow it fails to works, naturally it is the same for the ScrollUp Arrow.. (I checked with original Inv Window and it looks fine from what I can tell).

Inv Window is set: Left 0 Top 377 and is 104 x 640 Button Name: btnInvDown2

I have put a few Inventory Items in while testing.

Z Order is 0.  I don't know if anything could be blocking it or weather i'm missing something?

Code: ags

function btnInvDown2_OnClick(GUIControl *control, MouseButton button)
{

  invCustomInv.ScrollDown();
}


I'm not sure what else I can say/show.

Thank you for any help if you can see / help with this problem

barefoot




#354
Hi

Quote
I have now added SetGameOption (OPT_DIALOGOPTIONSGUI, 0);
on room load but still remains the same.. It's a puzzle... I've never came across this before..

i never went outside the box and did not add script 'dialog_options_render'. and I used the default template. The  dialog general settings are as previous post.

Code: ags

// Dialog script file
@S  // Dialog startup entry point
Slocombe: What date uncle?
uncle: Take a guess
@1
uncle: Try that
Slocombe: Nope. That does not do anything!
return
@2
uncle: Try that
Slocombe: Nope. That does not do anything!
return
@3
uncle:Try that
Slocombe:That does do something!
  object[0].Move(-282, 282, 1, eNoBlock, eAnywhere);
     object[1].Move(620, 282, 1, eNoBlock, eAnywhere);
     cuncle.FaceLocation(214, 70);
     RestoreWalkableArea(1);
stop


and used the dialog start command...  Nothing else was added..


Hope this clarify's a few points.

I'm not going to make hard excuses for your comments about my posts but I find it very difficult, even trying to type without errors since my stoke last year and my vision is none to good even on the good days but one copes and I will endeavour to explain better in future and hope that yourself, khris and others will still hover in the background with some help and advice.

I'm sure you all mean well so i will again thank you for your comments.

UPDATE: Is this a possible bug I have! For NO apparent reason a general setting changed:
'Automatically move the player in walk mode': Changed from true to false by itself!!


I'de also like to know why my sounds have a buzzing, they play ok in normal player such as media player..

perhaps I should reinstall AGS?

cheers

barefoot






#355
I never found out why. it does not seem possible to have happened. But it did.

I reset all the settings and tried again.. still the same..

Like I said, I used a different way to do what I wanted in the end but its something to look out for in the future.. So it's not really solved as such.. Maybe someone will discover why and post here so I'll leave it open for now.

cheers again Khris

barefoot



#356
Thank you guys   :=

barefoot
#357
Hi

Best forget this one... its too much hassle..... i tried a dialog in another game and its ok.. so obviously a ****** somewhere that decided to happen.

Maybe i should have mentioned that the picture you see was not meant to be there which is why i put the arrow there indicating it was a dialog 'display' problem..

Perhaps: Dialog GUI display dilemma.

Anyhow,  i do appreciate your comments and help. Maybe less patronising perhaps..

cheers

barefoot













#358
Hi Ryan

That particular character sprite (cFrankm) is not actually being used in the game, i decided not to use him and started his room as (none).

The default bullet setting of 0 is of course the blue cup.

cheers

barefoot

#359
Hi

I have now added SetGameOption (OPT_DIALOGOPTIONSGUI, 0); on room load but still remains the same.. It's a puzzle... I've never came across this before..

cheers
les
#360
Hi

the  Dialog bullet point image is set to 0.... so no image khris.

settings as follows:



no, i have not used any modules Dualnames.

As it uses 0 gui is'nt that the gStatusline gui??

i am using an alternative option for my idea but its always good to know how you've slipped up or caused an error for future reference.

cheers

barefoot






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