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Messages - beaver

#1
ah thanks, i just managed to get it to work but i had to make it run 2 scripts, thats alot better.

thanks.
#2
i tried the one u did, and it said error string with non string or something on the line with the message in.
Then i tried it the way i want it and it said parse error at else
here is the script

if (character[GetPlayerCharacter()].inv[4] > 0) {
ObjectOn(4);
else {
ObjectOn(4);
ObjectOn(1);
}
#3
Hi, I have made the drawer, i have made the item for inside it.
I have a hotspot that when clicked brings up an object which is a view of the drawer open. the hotspot also brings up the item that is inside the drawer using the switch item back on command. the only problem is that when the item is taken and the drawer is closed, the item reapears once the drawer is opened again.
Is there a command to switch the item off completly? or am i simply doing it wrong?

thanks for any help.
#4
ahhhh.....
silly me, i thought that meant that character couldnt interact with anything.

* beaver wonders where he put that dunce cap

thanks
#5
This is bugging me, Im sure I saw an option that allows me to make my character unclickable so that i can reach objects behind the character without him getting in the way. But i cant for the life of me find where it is, its probably right under my nose like usual. i did look in the help and did a search but im not sure how to thrase it so i didnt get much help.

thanks.
#6
OK im sorry for wasting your time, it seems el thicko (me) changed the gui names and layouts and forgot, so i was trying to call a gui with a button in a gui that didnt exist (doh).
thanks anyway
#7
Ok i have no idea why this isnt working. I must be missing something simple, i want 2 GUI's to be turned on at the same time, but one of them doesnt come on. i have tested and if i have the one that doesnt come on at the start then they both close when i want them to, but not both on. if you follow me...

Here is the script,

  if (interface == INTY) {
    if (button == 3)
      GUIOn(7);
    if (button == 2)
      GUIOn(2);
      GUIOn(11);           < ------ this one doesnt load
      }

Thanks for any help.
#8
* Beaver puts on the big pointy hat with the large D on it
#9
Hi, is it possible to have a gui that you can click through? for example it shows an image in it, but the player can still click to walk where the gui is.
or alternativly can i have a gui that doesnt get in the way of where the character walks, but the buttons in it do?

i dont know if i explained that very well.

thanks for any help
#10
thats what i was thinking
#11
hm most weird. it seems to be working fine now, i didnt change anything. thanks anyway.
#12
doh! hrm, maybe if i have 2 gui's, 1 with the dummy alpha background and the buttons in, then another behind that with the background i want, i think that may give me the smooth edges im after. i will try that later

thanks for the help.
#13
This should be so easy, but i guess im doing something wrong.
i have an object that when clicked on i want the character to move to the location and face it. so i selected both of those in the interactions window, but when i click it he walks to it, but doesnt face it, he only faces it if i click the object again. what am i doing wrong?
#14
well, its 800x600
but thanks, it had thge desired effect
#15
how exactly would i put those in my script?
#16
thanks for the response.

i put SetInvDimensions in the game_start bit (see below)

function game_start() {
Ã,  SetInvDimensions(42,42);
}

my inventory sprites are 40 wide and 4 high. but in the inventory window i have a space between items of about the same width as the sprites are

any ideas?
#17
ive just done a bit more testing and the images become smooth if i set the background image on the inventory gui the dummy transparent image file. but any other image results in the same problem.

oh, also how do i set the space between inventory items? at the moment there is a huge gap and i want them to be close together. is it done with SetInvDimensions? i tried it, and with a small value of 5/10 its the same untill i scroll down and then go back up again, at which point i get a load of the mugs and they are overlaping, but im not even sure im putting it the right place.
#18
Hi, im having a problem with the transparency on my images in the inventory window. My game is full colur.
The problem is that the images in the inventory window do not have the soft edges like they should. ive tested the same sprites on cursors and they work fine. i noticed the same problem on gui's with the images set as buttons, but all i did was set the gui a transparent background using a dummy transparent image and that fixed it. i cant do that with the inventory window because there is no option to set a background image in the  inventory window itself. its quite a big problem because the outside of the images are white and pixely when they should be smooth.

thanks for any help!
#19
does pixel perfect detection only work on characters or on gui's too? and if u have scaling does it make it not work on any element, or just characters?

ta
#20
you could load it up in a program called virtualdub, and then export each frame as an image.
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