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Messages - barefoot

#742
Hi

Check out the many questions/answers here on this Forum... Do searches or just browse.. Lots you can pick up as well as reading the manual.

barefoot
#743
hi

have you 'checked' (ticked) any of the     'show'    'say' options?


this is a typical Dialog example:

// Dialog script file
@S  // Dialog startup entry point
Redpants: What can I have?
cDeath: These are your choices
return

@1
cDeath: A stretch Hat that makes you invisible for a short while
cRedpants: I'll take that
cDeath: Good choice Sir. Safe journey Redpants
cRedpants: Thank you
cRedpants.AddInventory(yhat);
stop

@2
cDeath: A Scarf that turns into a Giant Worm
cRedpants: I'll take that
cDeath: Good choice Sir. Safe journey Redpants
cRedpants: Thank you
cRedpants.AddInventory(scarf);
stop

@3
cDeath: A Book with a spell of hypnotism by Alistair Crowley
cDeath: Good choice Sir. Safe journey Redpants
cRedpants: Thank you
cRedpants.AddInventory(book);
stop


you can replace stop with return except last option in this case.


barefoot
#744
Well,   

ive only just got up to speed... and yes, he did, once my brain woke up and I finally realised ;)

Anyhow, it takes a little time to work things out, especially coming straight from 2.6..

You're never to old to learn....(im 54) lol

cheers
barefoot
#745
Hi

you could import the sheet into the sprites folder by using the  'copy from clipboard'  (provided you have copied it to your clipboard from an image editor program)and use the tiles sprite import command.

You then simple right click and drag the highlight square over the images you want, one at a time though. that way you have all the images you want in your sprites folder where you can then go on to make your 'Views'

This is using the v3.1 version

Hope this helps

barefoot
#746
Hi Monkey

just for the record...

6 objects in total... 3 objects visible and 3 objects invisible.

When a visible object is killed it becomes invisible and an invisible object becomes visible to take its place, if you catch my drift..

cheers
barefoot
#747
Cheers monkey..

at the moment i came across:

swampmonster1.Solid = true;
swampmonster1.BlockingHeight = 420;
swampmonster1.BlockingWidth = 90;

and i change it to false when the object changed... and it works for me on this occassion..

but thanks and i will use your option next time

thanks again

barefoot
#748
Hi

I have 6 objects in a room. 3  that are visible when the room is entered and 3 that are invisible when the room entered.

when a gun is used on the visible objects they are replaced by the other 3 objects using the  Visible = false/true statements. (monster alive is true and monster dead is false at room load)

what I am looking for is a condition that happens when ALL 3 objects (monster alive)become visible (monster dead)

ie;


Display("You have killed the 3 monsters and it's now safe to pass")
player.ChangeRoom(23, 55, 371);

Hope this is clear enough and hope someone can help.

barefoot

#749
Hi Monkey

thanks for that.. 

If i have say 4 items in inventory i want each one to do a specific thing when used on the main character.. which is Redpant and the inv item i want to use is yhat.. so using inv yhat on Redpants gets Redpants to do certain things..

If I use gun on Redpants  then that would give a different set of things.. etc etc

:)
barefoot

#750
Hi

Can someone tell me the best way to script on how to select specific inv items to use on character??

if you have a few items in inv then i need each to do a specific task..

With the UseInv it only gives ()

many thanks
barefoot



#751
Hi

thats the sort of effects you get from Klik n Play game engine..

Cool

barefoot
#752
Hi

a loaded gun with 6 bullets is found and added to inventory.  The gun therefore can be used 6 times before it is automatically withdrawn for the inventory.

What would be the best way to script this?

any help appreciates

Barefoot
#753
AGS Games in Production / Re: Puzzle Bots
Wed 02/12/2009 10:36:56
fantastic graphics... time well spent... cool..

barefoot
#754
many thanks ryan

you helped me find what i wanted..

cheers
barefoot
#755
Hi

where do I adjust the following:

invMain.ItemWidth = 50;
invMain.ItemHeight = 30;

I could not see related sizes in GUI gInventory properties and events.... except to alter the actual GUI box properties itself.

my inv items overlap quite a lot...

cheers

barefoot
#756
Thanks Divon

that was a big help...

so far i have this and it works fine......


// room script file

function ochair_Interact()
{
object[2].Visible = true;

cRedpants.AddInventory(chair);
object[2].Visible = false;

}

function bird_Interact()
{
object[1].Visible = true;

cRedpants.AddInventory(obird);
object[1].Visible = false;
}

function wheel_Interact()
{
object[0].Visible = true;

cRedpants.AddInventory(owheel);
object[0].Visible = false;

}

function star_Interact()
{
object[3].Visible = true;

cRedpants.AddInventory(ostar);
object[7].Visible = false;
}

function room_Load()
{
  object[0].Visible = true;
   object[1].Visible = true;
 object[2].Visible = true;
  object[3].Visible = true;
   object[4].Visible = true;
object[5].Visible = true;
object[6].Visible = true;
 object[7].Visible = true;
}

function chair2_UseInv()
{
if (player.ActiveInventory ==chair) {
 player.Say("Perfect Match");
 cRedpants.AddInventory(Key);
 cRedpants.LoseInventory(chair);
 
 }
 else {
   player.Say("Does not match.");
 }
}

function obird2_UseInv()
{
if (player.ActiveInventory ==obird) {
 player.Say("Perfect Match");
 cRedpants.AddInventory(redkey);
   cRedpants.LoseInventory(obird);
   
 }
 else {
   player.Say("Does not match.");
 
}
}

function owheel2_UseInv()
{
if (player.ActiveInventory ==owheel) {
 player.Say("Perfect Match");
 cRedpants.AddInventory(bluekey);
 cRedpants.LoseInventory(owheel);
 }
 else {
   player.Say("Does not match.");
 
}

 player.Say("Perfect Match");
}

function ostar2_UseInv()
{
 
if (player.ActiveInventory ==ostar) {
 player.Say("Perfect Match");
 cRedpants.AddInventory(greenkey);
cRedpants.LoseInventory(ostar);
 }
 else {
   player.Say("Does not match.");
 }

}

function region1_WalksOnto()
{
 
 if(player.HasInventory(Key) && player.HasInventory(redkey) && player.HasInventory(bluekey) && player.HasInventory(greenkey))
{
 Display("You have solved all the math puzzles and have collected all 4 Keys. Now you must return to Yolander the Mermaid for the Amulet!");
 player.ChangeRoom(20, 417, 283);
}
 
 }

function region1_Standing()
{

game.skip_display = 0;

 if(player.HasInventory(Key) && player.HasInventory(redkey) && player.HasInventory(bluekey) && player.HasInventory(greenkey))
{
 Display("You have solved all the math puzzles and have collected all 4 Keys. Now you must return to Yolander the Mermaid for the Amulet!");
 player.ChangeRoom(20, 417, 283);
}
}


Thanks to everyones help...

barefoot












#757
thanks monkey

but each key is a different inv item not 4 of the same item

barefoot
#758
Hi

I would like script to check for multiple inv items to allow character to go to another room
from a region.

The player has to have 4 keys in his inventory to allow go to another room when on region.

I have this script enquires if player has an inventory item

if (player.ActiveInventory ==chair) {
  player.Say("Perfect Match");
#759
Thanks  a lot monkey,

yes, i was using obj off then on...

i have a blank transparent image in the sprite.. could i use that so i could change the obj view???


oChair.Graphic = CHAIR_GRAPHIC;       would I for example, in this case, have a graphic of a chair named chair_graphic in my sprites folder  ??


UPDATE.. can use inv on objects (on) and messages of right or wrong come up..which is great) just need to make obj no been seen before inv used... can we change object to another???

thanks

barefoot
#760
Hi

I have not seen an answer to my query...yet

what i am trying to do involves 'inv' on 'obj'..

There are 4 objects in a room  that you collect and add to 'inv'...

There is a board where you click on empty boxes with 'inv' items.

The board contain switched off (invisible) objects. If the right 'inv' item is used that 'obj' becomes visible. If it does not match the 'obj' it just displays a message like "Does not match"... 

So, if you use the correct 'inv' on the object it switches on, and of cause you loose that 'inv' item.

Objects are: ochair, obird, ostar, owheel
Inventory objects are: chair, bird, star, wheel

so chair inv on ochair switches ochair on and you lose inv chair..  etc etc

can someone give me a hand please

barefoot








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