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Messages - barefoot

#761
Thanks so much Gilbet

works a treat... must remember about the spaces..

cheers
barefoot
#762
Hi

I need a bit of help with adding an inv item to player if he selects to buy from within Diolog, i may be missing a parameter, not sure:

@2
cRedpants: I'll take it
cDeath: Good choice Sir
cRedpants.AddInventory(iKey);
stop

@3
cRedpants: No thanks
cDeath: Your decision Sir
stop

Thanks

Barefoot
#763
Hi

An alternative way to stop charaters being seen when they have been following you and you want them to stop following and dissapear temporarily is to change their view sprite..

The view sprite to use is a small transparent gif which shows nothing, therfore can't be seen.. simply switch views when you want to see them again.. simples..

or maybe use it to become invisible... list is endless..

Just an idea.. no doubt you pros' already know this..

barefoot

#764
To go from DISPLAY to SAY without having to click mouse/keyboard:

game.skip_display = 0;

Qikfire
#765
Hi there

I was wondering if there was a way to delete an object from a room after use..

I have 2 objects.. The first object is gunpowder. When an inv item interacts with it I make that object invisible and the gunpowder with a fuse object switches on to become visible over it..

When i use another inv (Flint) on it the gunpowder with fuse object displays the wrong text and not the gunpowder with fuse text but the underneath (gunpowder) text.

So, Im wondering if you can have an object deleted from the room after use.

Qikfire





#766
I always search for an answer..  sometimes when you look deeper you find it... but its not always obvious..

Qikfire
#767
have manual set them..phewwwwwwwww
#768
Ive noticed that when i import characters i used in 2.6 that they are smaller!

All characters are set with same size walkable areas...

Qikfire
#769
yar

player.ChangeRoom(2, 11, 383);

it'll take a while to get to grips with the scripting, but thats half the fun...

thanks...

Qikfire
#770
Hi

ive set up a Region and want to transport my character to another room.

ive just started using the 3.1 version...  obviously its more on scripting then previous issues... Can anyone give me a hint at the script line to go to room 2 after player walks onto region in room 1.

Thanks

Qikfire
#772
Hi
Ive finally decided to use ags 3.1... 

Where DISPLAY is now used instead of NARRATOR, is there a way of it automatically going on to next SAY instead of waiting for mouse / keyboard click???

Here is my started script:

cRedpants.Say("I'm just going out to see my friends");
Display("You're Mother shouts: 'Don't you be home late my lad, your'e father will be angry'");
cRedpants.Say("I won't");
cRedpants.Walk(602, 427, eBlock);

Qikire
#773
Thanks for help..    but I have now chosen other options to complete the Maze room... what ide like to be able to do, not essential, is set it on a TIMER if I can..

Les
#775
i did look at the latest ags..  i could not seem to find a way to make a character walk-to from region....

les
#776
I'm still using earlier version 2.62... cant find that function in manual...

found: AreCharactersColliding....     just need to know how to implement it...
main character is named Red Pants...

Ive used this:

    }
    if (AreCharactersColliding(REDPANTS,GUFF)==0)
   ChangeCharacterView(REDPANTS,11);

global script accepts it but character does not change view..



les
#777
Hi

I have a character following the main character, if the follower catches up to the character then the main character dies... its a collision question i suppose..

can anyone tell me if this can be done.. in laymans terms..

les
#778
It appears that it can't import some characters...it cant import max.... one of my favourites  >:(

les

#779
Hi.. my old version was 2.6.2

les
#780
Hi

I have just download the v3.1.2 SP1 version...  it only has 1 character.. my old version had tons but wont import into latest version...Has anyone got a link to where i can download some characters for the new AGS version???

many thanks
Les
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