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Messages - myname

#61
Once the dialog starts between my player and NPC the NPC changes o his talking view which in turn has him stop his repeating view which is fine.  It is just that after the dialog stops the NPC will not resume his idle view.  Right now the NPC's animation is scripted like so:
cJasper.Animate(cJasper.Loop, 17, eRepeat, eNoBlock);

any suggestions?  Thank you.
#62
Is there any way I can have the text appear over the inventory box when it is opened.  When the player comments on the items the text appears under the box and is covered.  If anyone can help me I would appreciate it.  I searched for topics on this but could not find any.  Also is there a list of the text colors and their numbers so I dont have to aimlessly try different numbers to find the color I want.
#63
Thanks a lot KhrisMUC
#64
I have my walkable area one linear horiazontal line on every room ie. "Duty and Beyond".  The probem is I have to click exactly on the walkable line to move at all and since the resolution is low at 320x200 this is a annoying task to move the character.  Is there a way to get around this like having the player clck in the direction and have the character walk that way no matter if the they click on the walkable area line or not.  Any help woould be greatly appreciated.
#65
Thanks Khris MUC it was a region problem.
#66
The interaction from room 2 to room 1 is when the player walks off the right screen edge at specific co-ordinates (1,155,142) he is sent to room 1.  I have not done anything else and this problem does not occur with ny other room trnsition.  Thank you for replying Recluse.
#67
 ??? Every time i move to the right of the screen in my room 2 to return to room 1 the character enters the room 1 then immediately goes back to the right edge of room two.  I have tried to have the character appear in the middle of room 1 to stay away from the edge of the screen where he could be sent over but it is not working.  If anyone could help that would be great.  I just returned to workin on this game and dont remember having this problem before?
#68
Thanks a lot KhrisMUC.  That worked perfectly.
#69
Thanks for the help but I tried using the dialogue-request global script but I recieved the same problem with the player recieveing the item as soon as the dialogue starts instead of after choosing option 2.
This is what I put for the global script:
function dialog_request (int a) {
  if (a==1) {//cSteve.AddInventory (irestorder);
  }
}
and this is what I put in the dialogue script
@2  // option 2
"blah blah blah"
//run-script a;
@3  // option 3
NANCY: "...lovely."
stop
#70
I am having trouble scipting dialogue so that my player character recieves an item/object and that item leaves the room only when the player character chooses a specific option in the dialogue.Ã,  As of right now the player gets the object and it leaves the room as soon as the dialogue begins.Ã,  If anyone could help me that would be great.Ã,  Thankyou.
#71
Wow thanks Ashen.  It works great and I will read the manual more carefully in the future.  Thanks again.
#72
OK I placed the code into room interactions script for when the player enters the room but now, ha, the player can not do anything while the NPC is looping and since its on eRepeat it stays that way.  Is there a way I can have the NPC animation looping while having the player be able to move and act freely like before?
#73
I dont know man I have done all the scripting suggested along with different variations of them and still nothing changes.   I put this into the character properties, is there something srong with what I wrote?

character[JASPER].LockView(2);character[JASPER].Animate(0, 0, eREPEAT);

And thankyou for helping Ashen.
#74
I'm sorry I dont think I stated my problem that clearly.  As the player enters the room there is a NPC mopping the floor (Jasper).  This NPC is to be constantly mopping or having his veiw looped between 2 sprites that create him to make a forward and back motion with the mop.  The problem is the delay that occurs with the initial sprite in the loop.  After the 20 sec delay it moves to sprite 2 and then quickly back to sprite 1 for another 20 sec and so on.  I just want a constant loop with no delay or a 1 sec delay at the most.  If it is too much to explain dont worry about it, I am very new at the program and programming in general and I am surprised I have been able to figure a lot of things out formy self with trail and error but this problem is notone of them.  So I hope this helps you understand my problem Ashen and thankyou for posting.
#75
Thanks for your reply and help but I still am having the same problem.  This is what I have for the character's properties-
character[JASPER].SetIdleView(2, 1); Boolean default 1
Along with-
No thinking, speech, or blinking view
animation speed 4

Sorry for my ignorance on this subject, I'm sure the answer is right in front of me I just am not seeing it.
#76
I have read that the default idle delay for a character is 20 seconds so I assume that is why my characters do not start their animation view loops until they are present on screen for 20 seconds but they repeat the 20 second delay every time the loop starts over.Ã,  I know there is a way to change this so the animation is smooth and fluid as soon as the player enters the room but I have not been able to find any info on this and tinkering with the animation speeds and delays do nothing to help.Ã,  If my problem is confusing this is basically what happens when the player enters a room with character "Jasper"-Jasper looks to the left for 20 sec then moves down for 1 sec then looks back to left for 20 sec etc....Ã,  The character is supposed to look left for 1 sec then down for 1 sec then left for 1 sec etc...Ã,  Any help would be greatly appreciated.Ã,  Thankyou
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