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Messages - maximusfink

#21
Awesome, thanks so much. Oh wait, this is what I'd found when I searched for it before. When I click the link GotThere.scm it takes me to a webpage with what looks like the code for the module, but not an actual file that I can download. I'm not exactly sure what to do with it, would I be able to copy/paste it into a new script or something like that?
#22
I have some issues that I've been trying to resolve and I wanted to try out Khris's GotThere module, but I can't seem to find a working link where I can download it? Is this module still around / working?

I PM'd Khris but then I thought it'd probably be better to ask in a thread.
#23
Yeah this is solved. No doubt I'll encounter more snags as I move forward but I'm getting more familiar with the scripting. Thanks a bunch guys!
#24
Ahhh That is what I was missing, thank you.
#25
Code: ags

function gun_Interact()
{
    gun.Visible = false;
    bikeman.ChangeView(3);
    mouse.Mode = eModeCrosshair;
    SetTimer (GUN_TIMER_ID, 200);
}

function room_RepExec()
{
    if (IsTimerExpired(GUN_TIMER_ID))
    {
        bikeman.ChangeView(1);
        gun.Visible = true;
    }
}


Okay, so this is what the code looks like right now. I defined GUN_TIMER_ID in global.ash. Now when I click on the gun, it disappears and the mouse cursor changes appropriately. It seems like everything under function gun_interact is working. But I think it's ignoring the SetTimer function, because the View never changes back, and the gun object never reappears (I haven't even bothered with changing the mouse mode back yet).

I have it set to cycle cursors with scroll, and when I scroll up the crosshair cursor reverts to my normal set of cursors, but that's an unrelated issue.

Also, bikeman isn't actually the player.character, he's a separate character used to represent the player character in this room, because the events are being depicted from an abnormal angle if that makes any sense.

I'm sure there's some very simple detail I'm overlooking.
#26
Oh sorry, I should have gone into more detail. At first I kept getting an error message saying something like: PE04 parse error at 'mouse.'  or variations of that as I kept messing around with it. When I got past those errors and ran the game, clicking on the gun with the interact cursor would do everything I told it to do, except instead of switching to the "crosshair mode" the cursor would just disappear until the timer ran out. When I changed mouse.Mode to mouse.UseModeGraphic I was able to get the cursor to change in appearance while still being in interact mode.

Thanks for the responses, I'll keep working at this. It sounds like it's the Wait function that's causing problems, I didn't realize it took control from the player. I'll start using the SetTimer function.
#27
Hi I have a problem that I've been trying very hard to figure out but I keep hitting a wall...

I have a sequence where the player has to pick up a gun and fire it at a target in the distance. My goal is to have the player click on the gun with the interact cursor, then have the cursor mode switch to 'crosshair' which is a custom cursor I've created. In this cursor mode that can only be obtained by using the interact cursor with the gun, the player will be able to shoot the target in the distance, which is another character.

function gun_Interact()
{
    gun.Visible = false;
    bikeman.ChangeView(3);
    mouse.Mode(eModeCrosshair);
    Wait(200);
    bikeman.ChangeView(1);
    gun.Visible = true;
}

this is the room script dealing with the gun object. bikeman is the player character. I found that when I used mouse.Mode to change to one of my normal cursors (talk, look, interact) while simply changing the mouse.UseModeGraphic, the crosshair cursor graphic would appear. But I don't see why I shouldn't be able to have the cursor itself. I looked at everything I could find about mouse.Mode but to no avail, maybe I'm just using it the wrong way?
#28
I have a situation in my game where the character is in the city, and has to ask someone for directions. My game runs in 320x240, but this room is 320x400, and the walkable area is in the bottom of it. When the player initiates dialogue with the appropriate character, a few options come up. One of these options (asking for directions) will trigger the end of the dialogue, as well as the end of the 'scene' so to speak. Upon choosing this dialogue option, I want the text to appear,the dialogue to stop, the cursor to disappear, and the view to pan up to the skyline of the city (which is not visible in the initial view due to the room's height), and finally for the screen to fade to black as a transition to the next room.

How easy would this be to pull off? I'm not necessarily asking for detailed instructions or anything, but if any more experienced users could point me in the right direction or have any ideas, all help is appreciated.
#29
Hi all, new to the AGS forums.

I'm trying to test run my game in fullscreen. When I hit control F5, or run without debug mode, it has the same effect as the default test run option. The maximize button is still unable to be clicked. I'm running windows 7. I'm sure this is a simple problem but I can't find any help from the FAQ or tutorial.

thanks for any assistance.
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