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Messages - barefoot

#521
Hi

Iv'e been trying to find out if/how i could have a different text display box gui for each character.

I have one text gui box for all displays but would like to have 2, one for each character...

This is mainly because I cannot find suitable colors that dont clash with the background.

cheers
barefoot




#522
I noticed that quite a few of the resource links should be deleted, mainly because they are no longer available or go elsewhere,

Someone needs to keep an eye open.

barefoot
#523
Cheers Dualnames

I thought it had to be that simple   :=

barefoot
#524
Hi

i have it so that when you use an active inventory item on a hotspot an object becomes visible. The mouse cursor changes to walktomode but the inv graphic is still there when you click through, i need to delete it so it no longer appears on the cusor. I have tried various modes etc but am stuck on this, more than likely a simple line of correct code I have yet to come across.

Code: ags

if (player.ActiveInventory == iKey)
        object[2].Visible = true;
        mouse.UseModeGraphic(eModeWalkto);
        cwilly.Say("Yes, got it!!")


Help appreciated

barefoot

#525
Cheers ProgZmax

draws ok now  :=

Great stuff... keep it up

barefoot
#526
Cheers Monkey, ive noted that.

barefoot
#527
Yes, I know about object x y Matti.. 

but i have found various way of going about what im looking for.. but thanks anyway..

barefoot
#528
Quote from: ProgZmax on Fri 19/11/2010 16:53:11
Sslaxx - The problem with having a menu for placing characters there is that it could potentially be a huge, huge menu (it would depend on how many characters you have in the game, basically).  This would require me to open a special form (which I could do) with a scrollable list but honestly it would be faster when creating a character to just pick the room you want them in by default, anyway, or quickly tweak the property and pop back to the room.  Bear in mind you don't need to reload a room for the character to show up; their visibility relies solely on the Starting Room property and refreshes with the view.

barefoot - Could you be more specific about the problems you have drawing walkable areas and the cursor not releasing, maybe with an example?  I've been meaning to improve the drawing options when I have a chance.

when you drag a line or box and release it it either does not release or the line or box disappears and you have to try again...this happens quite often...


I did draw a walkable area, but when i wanted to add to it the above happens.

barefoot

barefoot
#529
Hi

I was wondering if its possible to have main character walk to an object from a gui button click?

EG
When you click 'Walk to Bridge' gui button for example the character walks to the bridge (object)..

Can AGS determine xy for an object and have the char go there?

I have done a search but to no avail...

cheers

barefoot




#530
Hi

love the possibilities with this version.. especially being able to reposition characters in the room... great!

Drawing walkable areas were a problem, cursor not releasing.. eg doing a line/box.. this obviously needs sorting, unless I'm the only one..

If would be nice to be able to draw walkbehinds with objects showing though...

It also does warn you that if you open a file it cannot be reopened by previous version... this itself could distract you from opening a file... stiill, early days...

I have not tested everything yet.

Im using winxp with service pack 3

All in all a good attempt and should be continued as an ehancement to CJ's original creation..

well done..

barefoot
#531
Hi

many many thanks Khris. With a bit of a tweek its there  :=

thanks again

Now i know about Boolean uses.

I am using the script with 'else' uses in another game, but point taken.

cheers

barefoot

#532
Quote from: Matti on Thu 18/11/2010 18:33:55
You should place it in the room script as objects are room dependant.

SNAP

Cheers Matti

barefoot
#533
Hi Khris

thanks for your help. I assume the bool goes here:

Code: ags

    // room script file

     bool All() {
    if(object[0].Frame == 1 && object[3].Frame == 4 && object[6].Frame == 3)
    cindy_bones.Say("Yes, done them all, let's get them gates open");
    return true;
    }

   function ogreenbut1_Interact() {

  cindy_bones.Walk(229, 330, eBlock);
  cindy_bones.FaceLocation(246, 216);
  PlayAmbientSound(1, 18, 150, 250, 110);
  odice1.SetView(39);
  odice1.Animate(0, 1, eRepeat, eNoBlock);
  }


cheers, i will try it out.

baarefoot
#534
Hi

Ok.. here's the scenerio..  you come to a spinning machine with 3 reels. Every time you stop a reel at the right symbol you hear a sound and the char says he has that one correct... When all 3 reels show the correct symbol the char should say that all the reels are done and that you now need to open the gate via a buton.. 

its all ok untill after the last reel shows the correct symbol.. but then nothing... the char does not say that all reels are done and about opening the gates...

This event is activated by a Region... If i nominate walksoff then it works ok, but does not work by selecting standing...

This is the code i have at the moment (works):

Code: ags

      function region1_WalksOff()
      {
      if(object[0].Frame == 1 && object[3].Frame == 4 && object[6].Frame == 3)
      cindy_bones.Say("Yes, done them all, let's get them gates open");
    region[1].Enabled = false;
    }


The animation frames seem to be correct.. Im sure there is something i am missing. The region is not used for anything else. It only checks the condiion of frames and runs events if they are correct.

barefoot

#535
Hi

Im not getting any output from the following:

Code: ags

      function region1_Standing()
     {
     if(object[0].Frame == 1 && object[3].Frame == 4 && object[6].Frame == 3)
    {
    cindy_bones.Say("Yes, done them all, let's get them gates open");
    region[1].Enabled = false;
    }
    }



I have used Walkoff instead...it works like above... It was just an 'indication' to player to interact with Gate Button... so function works.. I was going to use standing but it failed to work.. it gave no output..

cheers

barefoot
#536
Quote from: monkey_05_06 on Wed 17/11/2010 17:49:46
Just for the record, I refuse to help anyone who posts an entire room script file without any recognizable form of indentation style.

You're also still not giving any indication what actual output you are getting. You're using animations and checking the object frames..but are the frames ever getting the values you expect? Urgh..

Monkey, script was only an example copy.. the problem is the end bit..

point taken about indentation, suppose it is a bit long to take in. cheers

Barfoot
#537
Hi

This is what i have for the spinning animations: (standing region not working but otherwise ok)
Code: ags

// room script file

   function ogreenbut1_Interact()
  {
  cindy_bones.Walk(229, 330, eBlock);
  cindy_bones.FaceLocation(246, 216);
  PlayAmbientSound(1, 18, 150, 250, 110);

 
odice1.SetView(39);
odice1.Animate(0, 1,  eRepeat, eNoBlock);
}

    function oredbut1_Interact()
    {
   cindy_bones.Walk(229, 330, eBlock);
   cindy_bones.FaceLocation(246, 216);
    cprof_plum.FaceCharacter(cindy_bones);
 if (object[0].Animating) {
  object[0].StopAnimating();
   StopAmbientSound (1);
 }
  {
 if (object[0].Frame>6)
  Display("");

if (object[0].Frame == 0)
{
 Display("");
}
else if (object[0].Frame == 1)
{
 Display("");
  PlaySound(17);
 cindy_bones.AddInventory(ifakeinv1);
   cindy_bones.Say("Yes, got that one!");

} 
else if (object[0].Frame == 2)
{
 Display("");
}

else if (object[0].Frame == 3)
{
 Display("");
}


else if (object[0].Frame == 4)
{
 Display("");
}


else if (object[0].Frame == 5)
{
 Display("");
}

 else if (object[0].Frame == 6)
{
  Display("");
}
}
}


     function ogreenbut2_Interact()
     {
   cindy_bones.Walk(282, 330, eBlock);
   cindy_bones.FaceLocation(281, 216);
    cprof_plum.FaceCharacter(cindy_bones);
   PlayAmbientSound(1, 18, 150, 250, 110);
odice2.SetView(50);
odice2.Animate(0, 1,  eRepeat, eNoBlock);
}

     function oredbut2_Interact()
    {
   cindy_bones.Walk(282, 330, eBlock);
   cindy_bones.FaceLocation(281, 216);
    cprof_plum.FaceCharacter(cindy_bones);
 if (object[3].Animating) {
  object[3].StopAnimating();
   StopAmbientSound (1);
 }
  {
 if (object[3].Frame>6)
  Display("");

if (object[3].Frame == 0)
{
 Display("");
}
else if (object[3].Frame == 1)
{
 Display("");

} 
else if (object[3].Frame == 2)
{
 Display("");
}

else if (object[3].Frame == 3)
{
 Display("");
}


else if (object[3].Frame == 4)
{
 Display("");
   PlaySound(17);
 cindy_bones.AddInventory(ifakeinv2);
   cindy_bones.Say("Yes, got that one!");

}


else if (object[3].Frame == 5)
{
 Display("");
}

 else if (object[3].Frame == 6)
{
  Display("");
}



        function ogreenbut3_Interact()
        {
   cindy_bones.Walk(321, 330, eBlock);
   cindy_bones.FaceLocation(314, 211);
   PlayAmbientSound(1, 18, 150, 250, 110);
odice3.SetView(51);
odice3.Animate(0, 1,  eRepeat, eNoBlock);
}


      function oredbut3_Interact()
      {
  cindy_bones.Walk(321, 330, eBlock);
   cindy_bones.FaceLocation(314, 211);
 if (object[6].Animating) {
  object[6].StopAnimating();
   StopAmbientSound (1);
 }
  {
 if (object[6].Frame>6)
  Display("");

if (object[6].Frame == 0)
{
 Display("");
}
else if (object[6].Frame == 1)
{
 Display("");

} 
else if (object[6].Frame == 2)
{
 Display("");
}

else if (object[6].Frame == 3)
{
 Display("");
   PlaySound(17);
 cindy_bones.AddInventory(ifakeinv3);
   cindy_bones.Say("Yes, got that one!");

}


else if (object[6].Frame == 4)
{
 Display("");

}


else if (object[6].Frame == 5)
{
 Display("");
}

 else if (object[6].Frame == 6)
{
  Display("");
}
}
}

      function region1_WalksOnto()
      {
}

        function region1_Standing()
       { 
     if(object[0].Frame == 1 && object[3].Frame == 4 && object[6].Frame == 3)
  {
    cindy_bones.Say("Yes, done them all, let's get them gates open");
    region[1].Enabled = false;
  }
}

        function room_Load()
        {
  
       gload.Visible = true;
        gGui4.Visible = true;
         gInv.Visible=true;
        gSymbols.Visible = true;
      gNotes.Visible = true;
        gWalk.Visible = true;
        gRun.Visible = true;
      gload.Visible = true;
        gClose.Visible = true;
     gsave.Visible = true;
 cprof_plum.FollowCharacter(cindy_bones, 30, 95);
 cindy_bones.FaceLocation(246, 216);
     cprof_plum.FaceCharacter(cindy_bones);
}



      function oswitch_Interact()
     {
  
  
   if(player.HasInventory(ifakeinv1)&& player.HasInventory(ifakeinv2)&& player.HasInventory(ifakeinv3))
  {
    
     PlaySound(19);
    object[9].Visible = true;
 object[10].Visible = false;
 
 cindy_bones.Say("Come on Professor, the gates opened");
  cprof_plum.FollowCharacter(cindy_bones, 8, 90);
 cindy_bones.Walk(583,272, eBlock);
 cindy_bones.LoseInventory(ifakeinv1);
  cindy_bones.LoseInventory(ifakeinv2);
   cindy_bones.LoseInventory(ifakeinv3);
 cindy_bones.ChangeRoom(44, 520, 397);
   


  }
  else

{
  Display("You press the button but nothing happens");
  cindy_bones.Say("Mmm, all the buttons have to be the right symbols");
  
 } 
 }

 function room_AfterFadeIn()
{
  
cprof_plum.Say("Well well,what have we here then?");

  cindy_bones.Say("Looks like one of those fun spinning machines you get at the seaside");
  cprof_plum.Say("Strange place to have one!");
  cindy_bones.Say("But Professor, this is a strange place!");
  cprof_plum.Say("Yes, of course..");
  cindy_bones.Say("I think we have to spin the reels Professor");
cprof_plum.Say("Yes, you may well be right");
    cprof_plum.FollowCharacter(cindy_bones, 70, 95);
  
}

    function oObject11_Look()
    {
Display("You see gates ahead");
}

function oObject3_Look()
{
}

    function oObject3_Interact()
   {
  cindy_bones.Say("You don't want to tilt it!!");

}

     function hHotspot1_Look()
    {
Display("You see lots of operating buttons.. Start, Stop and Open");

}

       function hHotspot2_Look()
     {
Display("You see lots of writing.. but it looks gibberish! You can't quite understand it.. You need to study it more closer!");
cprof_plum.Say("It's definately not Egyptian!");
}

       function hHotspot3_Look()
      {
Display("You see 3 Symbols on what look like spinning reels");
}

      function odice1_Look()
    {
Display("You see Symbols on what looks like spinning reels");


}

      function odice2_Look()
      {
Display("You see Symbols on what looks like spinning reels");
}

     function odice3_Look()
    {
Display("You see Symbols on what looks like spinning reels");
}

      function oswitch_Look()
    {
Display("You see a button thats says Open... Maybe that opens the gates ahead?");
}

    function oObject11_Interact()
    {
  cindy_bones.Walk(524, 205, eBlock);
cindy_bones.Say("It's locked!");
cprof_plum.Say("We need to get it open then!");
}

     function hHotspot4_Look()
     {
Display("Uky when he ruled the lands");
}

     function region1_WalksOff()
    {
  
 }

     function region2_Standing()
    {
  }



The walksonto region does not display text :


Code: ags

      function region1_Standing()
    {
     if(object[0].Frame == 1 && object[3].Frame == 4 && object[6].Frame == 3)
  {
    cindy_bones.Say("Yes, done them all, let's get them gates open");
    region[1].Enabled = false;
  }
}


?????

Barefoot

#538
Hi Khris

These conditions below are if Animation Frames (3 animations in total) are all true if player is on the Region is what i am trying for:

(object[0].Frame == 1)
(object[3].Frame == 4)
(object[6].Frame == 3)

THEN

cindy_bones.Say("Yes, done them all, let's get them gates open now");

This is not a neccessity but would be nice to implement it for the players sake.

Cheers
Barefoot

#539
Hi

I am trying to script so that when certain frames from an animation show a region is disabled to stop it repeating after some text is displayed. Everything else works perfectly.

The region i am using is standing as it does not seem to work with walksonto..

Code: ags

function region1_Standing()
{
  
  if(player.HasInventory(ifakeinv1)&& player.HasInventory(ifakeinv2)&& player.HasInventory(ifakeinv3))
  {
   cindy_bones.Say("Yes, done them all, let's get them gates open");
   region[1].Enabled = false;
}
 }


MaybeI'm missing something? All help appreciated.

cheers

barefooot

#540
Indy Bones: Book of the Gods

Story Production: 99% done
Rooms: 99% done
Resolution:  640x480 16-bit
Beta Testing: 80%
ETA: End of November 2010

-Barefoot-

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