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Messages - isatche

#21
Thank you all very much!

The workaround works great.
How should I tag the post now? Is it solved or?
#22
Hi,
thanks, but it doesn't work. he tumbles in place, then slides back on his belly and freezes at first frame in the end. It made me giggle so it's a plus :)
I'm starting to thing that something's wrong with my version of AGS (3.4.3) or I made some stupid mistake somewhere else in a script to make it trigger like this or something.
It just happens when I do this with character. If I do it with an object, it works fine. So I will replace the character with the object and at one point when the cutscene is done, I will switch back between an object and a character.
#24
Quoteyou seem to be missing an UnlockView after the animation
I want him to stay on the last frame until the player takes the action. He is knocked out and the player needs to revive him.

QuoteThen I'd start by commenting out the rest of the cut-scene. Does it still happen?
- Yes

QuoteThen try commenting out the Move, and change the Animate to blocking. Does it still happen?
The problem is, it repeats after the move is done. When I comment out the move, it plays once as it should be.
When I block the animation, it plays in one spot, then move while on last frame, then at the end of move it ends on the first frame of the animation and stays there?!

QuoteThen try commenting out the parts before the Animate. Does it still happen?
Yes, it does.

Here is the video: https://youtu.be/UBVxMzyOzGE
The problem is around 17sec mark.
#25
There is only one loop in that view and "run the next loop..." is grayed out and unchecked.
#26
Correct.
Once when it's supposed to, while moving.
And it repeats the animation once more when moving stops.

I'll try and take a screen-grab later today so you can see what it looks like.
I might go around and use object instead of the character, but I am still curious why is it happening.
#27
Umm.. I am not sure what is a collide script?
The script is in a room.

Here is the whole thing if it helps...

Code: ags


function room_FirstLoad()
{
  cWildling.SetAsPlayer();

oLanding.Visible = false;

oGrumpy.SetView(17);
oGrumpy.Animate(0, 3, eRepeat, eNoBlock); // Idle animation

StartCutscene(1);

cWildling.SpeechView = 11;
cWildling.Say("Here you are!");
cWildling.Walk (527, 305, eBlock);
cWildling.Say("...");
cWildling.SpeechView = 18;
cWildling.Say("WHAT. IS. THAT?");

oLanding.Visible = true;
oLanding.SetView(16);
oLanding.Animate(0, 3, eOnce, eNoBlock);
oLanding.Move(344, 295, 1, eBlock, eAnywhere);

cWildling.Say("...");

oLanding.Graphic = 152;
cStarman.Transparency = 0;

cWildling.Say("...");


cStarman.Walk(415, 301, eBlock, eAnywhere);
cStarman.Say("Hello, I come in p...");
cWildling.Say("AAAAH!");

//Grumpy rams Starman
oGrumpy.SetView(22);
oGrumpy.Animate(0, 1, eOnce, eNoBlock);
oGrumpy.Move(420, 300, 1, eBlock, eAnywhere);

oGrumpy.Graphic = 27;

// Staman Tumbles
cStarman.LockView(21);

cStarman.Animate(0, 3, eOnce, eNoBlock);

cStarman.Move(350, 300, eBlock, eAnywhere);



cWildling.Say("GRUMPY! NOoo...");
oGrumpy.SetView(23);//Grumpy runs away
oGrumpy.Animate(0, 1, eRepeat, eNoBlock);
oGrumpy.Move(626, 228, 1, eBlock);
oGrumpy.Visible = false;

visible = 1;
cWildling.Say("...");
cWildling.Walk (480, 305, eBlock);
cWildling.Say("Is he alive?");

EndCutscene();
}


#28
The animation and the move should be at the same time since he tumbles while moving.
The problem is, animation plays while moving and then plays again when the moving stops.
#29
Hello,
I want my character to take a hit and tumble while flying backwards.
The problem is, he tumbles while going back but tumbles again when he reaches the destination and then stops.
It annoys me to no end.

Here is the code:
Code: ags

//Grumpy rams Starman
oGrumpy.SetView(22); 
oGrumpy.Animate(0, 1, eOnce, eNoBlock);
oGrumpy.Move(420, 300, 1, eBlock, eAnywhere);
oGrumpy.Graphic = 27;


// Staman Tumbles
cStarman.LockView(21); //tumble animation

cStarman.Animate(0, 3, eOnce, eNoBlock);

cStarman.Move(350, 300, eBlock, eAnywhere);



Any ideas please?
Thank you!
#30
It works perfectly!
Thank you
#31
While on topic,
how do I slow down the animation?
It works great, but it's too fast.
What can I add to repeatedly_execute so it executes a but slower?

Thank you!
#32
Thank you!
This worked perfectly!

I have to note that for some reason it didn't want to work when I used repeatedly_execute, but it started working when I changed it to repeatedly_execute_always.
Maybe it's just some mess I made earlier?
Thanks again!
#33
 :-D Hello,

I would like my character to throw something and that something to be animated to follow arch path. Fly up away from player and fall down.
Is there a simple way to animate an object like that?

Thank you!
#34
Thank you, I will give it a shot!
#35
Hi Khris,
I want it for the menu on mouse over, plus I was thinking of mechanics where I can use some device (in game) to highlight certain buttons on mouse over to be used in puzzle.
I will highlight an object by using second sprite. The way I started in my code is good enough I think, I just need to switch the graphic back to not-highlited when the cursor is removed from the hotspot.
Thank you.
#36
Hi,

I would like to highlight object when the mouse is over it.
I tried it by setting hotspot over the object and when the mouse is over the object lights up but when I remove the mouse it stays lit.
How do I make it lit only while the mouse is over it?

On the same note, I would like the door to open for example when the character stands on a plate (hotspot) and close when the caracter walks away. I think the script should be almost the same.

Code: ags

function hNew_MouseMove()
{  oNew.Graphic = 55;}


Thank you :)
#38
Laura, Snarky,
You guys are the best!
Thank you for the detailed explanation.

Looking at the code I realize how far I was in my assumption and how much more I have to learn.

It works flawlessly on a static screen, however it is glitching on a scrolling map, but it may be something I did.
In some cases on a scrolling map, it runs when I click close or ot walks when I click very far.
#39
Thank you for your reply Laura,
I'm affraid that technically I am not there yet to understand your answer. I tried modifying TwoClickHandler.asc to make it work, but to no success.
I'll concentrate on other things and come back to it when I learn a bit more.
#40
Hi,
I have a small character in a large scene.
I would like him to walk when I click let's say up to 150 pixels away from him, but run when I click further than that.
What is the best way to do that?
Thank you!
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