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Messages - mchammer

#61
I really like the new interface, but here is what happened when i was testing it:

I created new game called TestGame using empty template, then I created few GUIs and dialogs and quit whitout saving.
When I opened ags again there was, at recently edited games, three of my old games and a game called a NewGame. I thought the new game was the testgame i have created, so i opened it and it asked for backup copy, witch i didnt take.  But instead of opening test game, ags opened my main game (Now there is two of my main games at recently edited games + my old games). And now i dont have a backup copy of my main game  :(

Didnt bother to read all old posts so i dont know i its mentioned before.
#62
Oh.. so simple.
Thank you  :)
#63
Hi  :)

Im trying to change player's activeinventory and the problem is that i have the new activeinventory value in a integer variable. It seems to me that activeinventory function accepts only inventory items' script names and using script names would mean loads of extra scripting for me.
  So is there any command that changes a number value to script name, like ID property backwards?
Or is there any other way to do it?
#64
I completely missed that import/export part  ::)

but thnx, now it works.
#65
Thnx, but the problem is I need a value witch can be shared between roomscripts and the global script. I tried to use inventory property because there is only limited amount of global ints and that amount is a way too small for my purposes.
#66
Is is possible to set new value to inventory properties by scripting?
I didnt find any commands like SetInvProperty.
#67
This look interesting, good luck.

edit: But I would switch that "waiting cursor" for example to an hourclass. It would fit better to theme.   :)
#68
There was couple old topics about this problem but there wasnt clear solutions.

I use invisible npc's inventory as a secondary inventory to the player, but when i add items to the secondary inventory, sometimes items are invisible even if i use update inventory. In this topic someone said that multiply inventories dont work in earlier versions of AGS, but i use version 2.72.

Code where I add item to inventory:
Code: ags
if (player.activeinv == 5) {
player.LoseInventory(iHamburger);
cRefrigerator3.AddInventory(iHamburger);
}  


if (player.activeinv == 10) {
player.LoseInventory(iGroundmeat);
cRefrigerator3.AddInventory(iGroundmeat);
} 

(its in object's "use inventory on object" script)


Code where you "open the fridge" and inventory is displayed:
Code: ags

object[1].SetView(5);
object[1].Animate(0, 5, eOnce, eNoBlock, eForwards);
Wait(10);
gRefrigerator2.Visible = true;
UpdateInventory();
SetGlobalInt(eGRefrigeratorOpenClosed, 1);



and code when you take items from secondary inventory:
Code: ags

if (GetGlobalInt(eGRefrigeratorOpenClosed) == 1) {
 cRefrigerator3.LoseInventory(iHamburger);
 player.AddInventory(iHamburger);
 UpdateInventory();
 }  

(its in inventory object's "other click on inventory item" script.)


thnx for any help.


EDIT: Forgot to say that items are invisible only sometimes, usually everything works fine.
#69
Thnx, That worked fine.
#70
I have a lot of global ints witch get a random value in game_start section. When I use RestartGame() function, those globals dont get new random values. Id like to have a button to my game witch would completely restart game and give new values to the globals.

Is that possible?
#71
Quote from: KhrisMUC on Thu 08/03/2007 16:25:07
I was stumped for a few seconds, but then it hit me :):
Code: ags
PlayMusic(2);
SeekMP3PosMillis(GetGlobalInt(eGMixtapePosition));


:o :o

How embarrassing, but i havent used ags for a long time...

thxs anyway, now everything works.  :)

#72
Thx, this is exactly what i was looking for, but i have problems when im trying to save the position of song to global.

For example this works just right:

SeekMP3PosMillis(30000);
--------------------------------------------------------------
But if i do it like this, it doesnt work:

SetGlobalInt(eGMixtapePosition, GetMP3PosMillis());
StopMusic();

PlayMusic(2);
SeekMP3PosMillis(eGMixtapePosition);

When i try this, it plays the song from the beginning.
Tracks are mp3 files converted to music.vox file.

#73
I dont know if its possible, but can you start music from a certain spot of a song?

I mean that when i stop playing a song, can i save to a global int a value, witch would tell how many seconds i have played the song and then continue playing the song from the same spot later?  ???
#74
AGS Games in Production / Re: Harry the hippie
Sat 26/08/2006 16:26:39
Quote from: strazer on Thu 24/08/2006 20:22:04
Yay! I'm glad you still use it. I'm interested in seeing it being used in a real game. Don't hesitate to contact me if you run into any issues. Nice game, btw. :)
And I'm glad you made it. I dont know how i would have done this game whitout it :)

Quote from: Pablo on Sat 26/08/2006 12:33:17
I myself am working (well... not really working but it's in production... ¬¬) on a quite similiar "life simulation" game, so this really catches my interest. I'm really looking forward to play this when it's ready. :)
It would be interesting to see your project too. Does it have webpage or topic or something?
#75
AGS Games in Production / Re: Harry the hippie
Thu 24/08/2006 19:47:39
I havent been working whit this game for many months because i have had so much other things to do. But now i have again time for this,

There is new demo whit many new things. Say if you like it, or if you dont like.
You can find all new things from readme file, but thre is most important:

*The game uses now Strazer's Character Control Module which
  makes the game world much more believable.
*Skills:
   -Cooking skill:Macaroni
   -Cooking skill:Porridge
   -Art skill:Tag
*Random Things:
   -Some things are randomly set in the begining, so games are always a little different. 
*New things to buy:boilers,macaroni,groundmeat,porridge,milk,
                                 ranges,microwave ovens
*New things in Funky Records:
   -Now opened only between 08.00-16.00/Monday-Friday
   -New things to buy: KRS-One mixtape.
*New rooms:
   -Rasta's home (+Meditation Room)
   -Alley
   -Bar Shipwreck
*Rasta Guy is more dynamic:
   -Added journey to and from work.
   -He goes to meditate sometimes.
*New Music:
   -Buju Banton - Legalize It (Rasta Guy's Home)
   -KRS-One - Mortal Thought (Mixtape)

Game Music:
   MIXTAPES:
   -Jurassic5 - Breaks
   -James Brown - Pap's Got A Brand New Bag
   -Curtis Mayfield - Supafly
   -KRS-One - Mortal Thought
   OTHER MUSIC:
   -Jackson 5 - We're Gonna Change Our Style (Funky Records)
   -Buju Banton - Legalize It (Rasta Guy's Home)
#76
Beginners' Technical Questions / Sorry
Wed 23/08/2006 13:00:03
EDIT:  I found the bug and it had nothing to do whit UnlockView...
#78
great module, its very useful to me. But last time I run the game, it crashed and I got this message:

ACI ver. 2,71,894
in CharacterControl(line 158)
from CharacterControl(line 372)

Error:Move Character: Character not in current room.

I dont know much about these things so im not sure is it either a bug or my own scripting error.
#79
I just cant find a way to stop room background animation. I mean that is there for example a certain value for animation delay that would stop repeating frames
#80
Thanks a lot, this seems to be perfect module to the game I'm making.
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