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Messages - jamesreg

#81
Just tried that and it did not do anything at all did not change the numbers at all
I dont know whats going on it seems that no matter what coding I use it only wants to process the first mouse click on the button
#82
Ok, I have a global variable set called LibraryMode set by default to 0

I have a button called LibraryControls each time I click on the button I want it to change the number of the Global varable to something else.

I have done something wrong along the way because the first time you click it, It does indeed change from 0 to 1 like I want but each time I click it after that it does not change the numbers accordingly could someone help me figure out what im doing wrong.

Here is my code.
Code: ags
function LibraryMode_OnClick(GUIControl *control, MouseButton button)
{
if (LibraryControls  == 0) SetGlobalInt(LibraryControls, 1);//(sets to 1 library mode)
else 
if (LibraryControls == 1) SetGlobalInt(LibraryControls, 2);  //(sets to 2 Exterior Scanner mode)
else
if (LibraryControls == 2) SetGlobalInt(LibraryControls, 3);  //(Sets to 3 Interior Scanner mode)
else 
if (LibraryControls == 3) SetGlobalInt(LibraryControls, 4); //(Sets to 4 Science Reports)
else
if (LibraryControls == 4) SetGlobalInt(LibraryControls,  0); //(sets back to 0 select mode
}
#83
I will play with that I seen that but was not sure if that was exactly what I needed or if it was a combination of that and something else ill try it out and post my results

***Add on****

This was easier then I thought just in case someone else at some later time sees this then this is what I did per the advice above.

On room load I simply set my SetViewport(0, 600); and on walk off edge script I changed it too SetViewport(800,600); and so on and so on as needed for each section of my background.

I thought it was more complicated or took more steps then this thank your your help.

#84
Thats not going to work for me.

I will go way beyond the 300 savable rooms that way and do not want to do that.

Plus all this is going on in one room so that will make alot of uneeded coding to make 9 seperate rooms for what is really going on in only one room
#85
My game is set at 800x600 resolution
I am using a background image which is 7200x600
bsically I have 9 different backgrounds on my 7200x600 background and want each to act as a seperate backgroun only when I need them.

I do not want this background image to be a scrolling screen nor do I want to use the multiple background option.
I want each 800x600 part of the 7200x600 image to act as a seperate screen.

Example I want the screen to be set at the first 800x600 location then if the player walks to the edge or off screen i want the screen
not to scroll but to fade out and fade back in with the new location the player located at to be another area of the 7200x600 screen.

If I can give any more info on this I please ask me getting this to work is crucial to the entire rest of my game as I will have to do this quite
often to make things work the way I want.
#86
How silly of me.

I went and looked in the scripting I copied and pasted into the main global file but forgot about the entire script file I imported.
that explains why I couldnt find what I was looking for. God don't you hate it when you do stupid stuff like that lol.

thanks for the help think ill be able to get it now.
#87
I was wondering if it was possible to change the size of the snapshot image that is created on the gui?
I resized it and looked though the code but did not see an a place to do that.

Also would it be possible to instead of text with the name of the game on the load menu
to have multiple screen shots and limit the amount of saves? I know you can limit
the amount of saves seen that in code but what about the multiple screen shot
on one load gui?

Thanks
#88
the npc I clicked on will still be there it will look like a weapon is traveling to him
so I basicaly need to know how to get the coordinates hes at when I click on him
then i had planned for the invisible character to turn on and look like the weapon
and then use the coordinates that i just got from clicking on the npc to move my
weapon character to the npc to look like i shot at him

basicly getting the coordinates that the npc is at once clicked on is my main issue
#89
I have an invisible character following my main character around

I am wanting to do something simular to this I want to to be able to click on a npc character
then have the invisible character become visable and take on the graphic of whatever selected weapon was choosen
and have that character move to the location of the npc that I just clicked on.

im not sure how to get the mouse click coordinates when I click on the npc then use that to tell the character to goto that location.
the npc will be at random locations at random times.

thank you for any help given
#90
Quote from: Gilbet V7000a on Mon 07/06/2010 01:52:01
I think it's possibly caused by using WalkStraight(), as what it currently does, is to restart the walking when a "warp" happens. I'll see if this can be improved when I have time. Maybe the best solution is to not use WalkStraight(), but only set the viewport manually in each loop (but this is only good when the player character is not visible).

The player character will not be viewable at all
#91
This is working perfectly and how I wanted it except with one slight problem and that is if my text does not confine itself to the textbox it overflows the list box when i was using the display at I would us DisplayAt(98, 511, 325, says); if that helps
#92
Its adventure game and characters talking its for the Star Trek Adventures game we been making and plan as a series of games.
We are nearing completion and going back and treaking things we have problems with and bugs and the dialog system we had before was ok
for away team missions and such but for our mini games and space battles its proved a problem cause players automaticaly start moving the arrow keys and stuff to do the mini games and skip text then dont know whats happening.

Right now we have functions in our global that is set up for each character such as spock kirk mccoy etc.

id like to set this up so that I could still do that so i could still do something simple like

Scotty_Speak("Detecting a vessel moving on a course in line with the planet.");

thats how we have it now and have a different function for each character so we can call it up fast

makes it easy so dont have to remember sprite numbers for avatars and all that

what you have here should allow me to set it up that way
#93
Quote from: jamesreg on Sat 05/06/2010 22:46:44
I see what your doing no it does not have to block forever right now it times out after awhile or if you press a key

so basicaly what I want is for it to display and then time out if no response (it seems to time out based on the amount of text right now larger text takes longer to time out shorter text it disapears faster guess thats default ags text timeout dont know I like that though)

if space is pushed then that advances the text too is what I want

this is getting very close to what I want yes thank you.

one thing If Im understanding this correctly I would create a text label on the gui thats basicaly used as my dialog box and would not have a need to specify coordinates when calling up the text as the text label is already where it needs to be right


#94
I see what your doing no it does not have to block forever right now it times out after awhile or if you press a key

so basicaly what I want is for it to display and then time out if no response (it seems to time out based on the amount of text right now larger text takes longer to time out shorter text it disapears faster guess thats default ags text timeout dont know I like that though)

if space is pushed then that advances the text too is what I want

this is getting very close to what I want yes thank you.

#95
How do I do that?

right now we have a gui that has a text box and avatar picture pop up and we was displaying our text using displayat command on top of the gui
but this doesnt work with sayat
#96
This is not fixed now I remember why I used the display at command instead of the say at command I couldnt seem to get sayat to display on top of a gui like I need to do as I use gui boxes for my dialogs background

so I need to get this to work with display at command or figure out how to get sayat to display on top of a gui
#97
Quote from: jamesreg on Sat 05/06/2010 18:53:33
Yes I have entered the code correctly

does this have anything to do with the fact that I am using displayat vs sayat for my dialogs?

I choose display at cause at the time I was able to set it up pretty easily with font color, size and type of font I wanted

I tested this with changing to sayat and the script works it only skips with space bar but if i use displayat it will skip with any press

all the settings you told me to do are right I need this to work with the displayat command not just the sayat command

figured out my problem thanks guys
#98
Yes I have entered the code correctly

does this have anything to do with the fact that I am using displayat vs sayat for my dialogs?

I choose display at cause at the time I was able to set it up pretty easily with font color, size and type of font I wanted

I tested this with changing to sayat and the script works it only skips with space bar but if i use displayat it will skip with any press

all the settings you told me to do are right I need this to work with the displayat command not just the sayat command
#99
This is working much better then it did before with above coding but there is still a slight hesitation or pause before changing locations anyway to fix that?
#100
game.skip_speech_specific_key = eKeySpace;

I tried the above command but it still is skipping text with any press of the keyboard
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