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Messages - geork

#201
Thankyou
  all my problems are solved, ;D
   -Geork
#202
thanks!
  I just had one more question (which might lead to more...sorry)...well, I just wondered...um...where is this manual? because I can't find anything named manual, or index, for that matter
    sorry that I seem like such a noob, but hey, we all start out somewhere!
  -geork
#203
  Thanks!!!
   yep, it all works fine now, thanks to the genius of you people, thankyou very much
    (lol, option 4)
  cya
#204
Beginners' Technical Questions / Dialog tree
Sat 21/03/2009 15:33:05
  Hey all
   I was wondering about dialog tree options, and what one could do with them. so far, I can only make dialog, but I was wondering if it is possible to:
   a) change a variable if a certain option is chosen.
   b) be able to make an inventory item dissapear, appear after an option (e.g. a transaction).
   c) be able to add voice in the dialog
thanks
#205
Thankyou!
  yes, I had done that, but I must have gotten some things wrong, because now it works!!! but thankyou very much for yur help guys!
   My only nag is that, well, it's quite hard to actually click on the part of the key which will make it disapear... I wondered if there is a way where one can click on the key in general, not just a specific part.
   thanks
#206
 thanks for the advice guys!
   nope, I'm still not achieving much, even though I tried totally excluding the brim function. This is probabely my fault, as I have re-read what I wrote and find it difficult to understand, so I took tried to illustrate with keys (as I can't attatch any mpeg files)

-----------------|  (now select the istick, so the mouse pointer is now istick)
  (inventory)  |
                     |
   (istick)        |
-----------------
                            (istick, which is mouse pointer) -> (click on) (okeyy object).
               
                          okay, not quite good but I hope you get the idea. this is why, after surfing through the events for the okeyy object I alighted upon the UseInv function, in the hope of being able to achieve something when the okeyy object is clicked on by the inventory item.
   thanks
   PS: would the debugger/break point options be the match brace option? the toggle break point makes no sense.
#207
That's not quite what I mean.
  there is an object in the room, okeyy, which is too high up for the character to reach unless he climbs on top of the shelf (in which case, brim = 1). But, he needs to use the inventory item iKey to get okeyy, as iKey is a hooked stick. when I looked on events for okeyy, it came up with the option to use an inentory item on it. clicking on it, it came up with the _UseInv() function, so it came up with:
 
Code: ags

   function okeyy_UseInv()
{
  }
  

  assuming, therefore, that I could somehow reference the iKey in the inventory, so that I could use it on the okeyy object.
   
   thanks
#208
Hey all!
  I've looked everywhere, tutorial, wiki, youtube, the local library, but I havent found any reference to the UseInv() function, and I'm not quite sure how it works. what I am hoping to achieve, is that one object is needed the get the other e.g. a hooked stick to get a key, which is in my case. I tried this code, but it doesn't want to work:
Code: ags

   function okeyy_UseInv(iKey) //iKey is the object required to use on okeyy, the object
{
 if (brim ==1){    //brim = 1 when the player is in the right position
   okeyy.Visible = false;  //get rid of object (so to speak)
   player.AddInventory(iInvItem1); //add key
   GiveScore(5);
 }
}

  but it doesn't like that, I can guess that maybe I need to reference some kind of ID for the iKey, but I really don't know how to do that, either.
    thanks for the help!
#209
thankyou!!!!!!!!
  thankyou very much! problem solved ;D
#210
Beginners' Technical Questions / 2 room errors
Wed 11/03/2009 17:08:27
 hey Ags!
    I've just tried to run my room (it worked fine earlier), but then I tried some coding in my first room file and BANG! I get these two error messages, I must have done something silly...I cleared up any additions I had made but still had these errors when I tried to compile:
    Error1:
 Failed to save room room1; details below
                         

    Error2: my code looks normal, but when I try and compile this;
       
Code: ags
 // room script file

function hHotspot1_AnyClick()
{
  Display("ahh, my prized chicken tickka masala collection");
} //etc etc etc
     

   but the error complains that:
 Runtime error: Functon still open, missing }
                                                       

    This error is related to line 1 (the //room script file), and I can't understand why. I tried putting a } there but naturally, that didn't work
      Thanks
         Geork
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