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Messages - passer-by

#401
I'm talking about allusions to books, films, etc...like using a line from a film, slightly altered so that the player recognises it but it's not exactly the same.Like in Discworld Noir. I've seen most of the films and I recognised the scenes and linesÃ,  but they weren't exactly the same. Is it still under copyright laws?
#402
[panic]Are we going to have the thread locked for this??[/panic]


Mine is here but not strictly ags


Ok, I'll stick to technical questions in technical forums from now on...
#403
Edit - 30 May 05

Figured out how to get rid of the Genie. Story is complete, I just need rooms to put it in...
Fixing errors at the moment, but ...
Also tried music, but every single file I use sounds weird when in game, although it is fine when I jsut listen to it using a player...

Edit - 28 May 05

I couldn't find anything interesting on genies as far as their "personality" is concerned, and nothing related to ways to get rid of them apart from putting them back in the bottle, lamp or other item, and I hate the thing with the three wishes...

Still working on puzzles and dialogues...

Edit - 23 May 05

Working on credits , rooms, dialogues...

Edit - 13 May 05

Been lazy latelyÃ,  (=been playing games and workingÃ,  and stuff)
Some details in the firstÃ,  LEF roomsÃ,  fixed, adding last touch toÃ,  the parts that are ready so that I can start doing the rest of it.


I guess I'll need help with music and voices at some stage.
#404
Quote from: strazer on Sun 24/04/2005 22:18:37
That would indicate that you have the coat twice in your inventory (as a single item).
Do you directly add the inv item via a dialog script command or do you do it via dialog_request?

I don't use dialog_request
Quote
friend: Well, if that's the way it is...can you make some coffee?
ego: Sure. Give me your coat.
add-inv 18
option-off 3

It seems that somehow I add the item twice, but I can't remember how. So I put

Quote//script for hotspot12: Use inventory on hotspot
LoseInventoryFromCharacter(EGO,18);
LoseInventoryFromCharacter(EGO,18);
and it worked...
#405
Quote from: MrColossal on Sun 24/04/2005 19:36:21
Well if you're looking down on a map which way would snow/rain plugin rain fall?
It would look like it's falling horizontally across the earth.

It should look like dots? Randomly sparkling or something ?
#406
Quote from: strazer on Sun 24/04/2005 18:19:56
Hm, if this "Run script" action isn't a child action of an interaction editor conditional, using any inv item on hotspot 12 will remove one instance of inv item 18 from EGO's inventory. That doesn't make a lot of sense.

I still don't quite know what you're trying to do.
Please describe in more detail what you want to happen in the game so we can give a step-by-step solution.
I don't mean "I want to remove an item" but rather something along the lines of "If the player uses inv item A on hotspot 1, item A should be removed from the player character's inventory and the player character should say 'Hello'" or something.


In a dialogue, character gets her friends coat (item 18). Then she hangs it (hotspot 12). It should appear in the room (object 3 on in my case) and disappear from inventory. When I use item on hotspot, object is switched on and coat appears and 1 point is added, but character still has theÃ,  coat in theÃ,  inventory.



I put many codes in script
character[GetPlayerCharacter()].inv[18] = 0;Ã,  Ã,  andÃ,  LoseInventory (18) ; and LoseInventoryFromCharacter(EGO, 18);
I test it once , it usually works , I close and test it again,Ã,  it doesn't.

editÃ, 
LoseInventoryFromCharacter(EGO,18);
works if I repeat the action, I mean if I hang the coat twice.
character[GetPlayerCharacter()].inv[18] = 0;Ã,  doesn't work at all.

I could find some way to dodge it (eg I made character lose her mobile because I couldn't fix a dialogue) but this happens in other rooms too and I can'tÃ,  go on like that for every single item. Or should I? :-\

cp

P.S."Why doesn't the friend go and hang her coat herself FFS?!"Ã,  :P

#407
Quote from: strazer on Sun 24/04/2005 13:02:27
Strange. There must be something wrong with your script or where you've put it.
Can you please restate your problem (what should happen, what does happen) and post the actual code you're using?

Something wrong with my script?! Can't be!Ã,  :P
Ã,  // script for hotspot12: Use inventory on hotspot
LoseInventoryFromCharacter(EGO, 18);Ã, 

This is the one that worked when I tested it.

I put it in the interaction editor "if character does this, run script" . I don't really mess with global or room scripts yet. :-[Ã,  I tried the other codes but although all the other interactions worked (another hotspot was enabled, an object was switched on, 1 point was added) the character still carried the item throughout the game.
The "remove an item from the inventory" interaction works fine for mostÃ,  items but I just can't make it remove others or it sometimes does sometimes doesn't.
#408
Quote from: strazer on Sun 24/04/2005 12:00:28

So if you picked up inv item 18 two times or more, the following code won't be executed.
It's picked during a dialogue , which I run once...

From all the things I tried this one
LoseInventoryFromCharacter(EGO, 18);  seems to work
#409
Quote from: strazer on Sat 23/04/2005 22:13:48
In AGS v2.62 it's
Ã,  character[GetPlayerCharacter()].inv[18] = 0; // player character loses ALL of inv item 18
Ã,  LoseInventory(18); // player character loses ONE instance of inv item 18
Ã,  LoseInventoryFromCharacter(MAN, 18); // character MAN loses ONE instance of inv item 18

cEgo and the like will only work with the upcoming AGS v2.7.
And there it's
Ã,  player.InventoryQuantity[iThing.ID] = 0; // player character loses ALL of inv item iThing
Ã,  player.LoseInventory(iThing); // player character loses ONE instance of inv item iThing
Ã,  cMan.LoseInventory(iThing); // character MAN loses ONE instance of inv item iThing


It works for some items but not all. Does the fact that I want the action to happen only when character has this inventory item keeps the script from running? I mean "If player has item, things happen and then item disappears" but if item disppears then conditional is invalid anyway?I have 2.62 by the way and although I have more characters none of them has an inventory.


I'll go and buy my character a freight train... :(
#410
I already checked it, it says cEgo is undefined something (have closed it now)

#411
Still the same error message :inven is not a memebr of Game character
#412
I used it for a hotspot interaction

For character[GetPlayerCharacter()].inve[18] = 0;    and  for  character[GetPlayerCharacter(0)].inve[18] = 0;

it says  "inve' is not a member of "GameCharacter"

It gives me this one to fix:

// script for hotspot12: Interact hotspot
character[GetPlayerCharacter()].inve[18] = 0; 
}

thanks

cp
(knows more about spaceships than about scripting)
#413
I'm doing something stupid, because now it won't save the game due to a "scripting error", something like "inve is not member of  characters ". I guess I have to leave it until my brains decide to wake up...
#414
Hi,

When I combine inventory items or use them and want to lose them, they don't always disappear, sometimes they remain in the inventory. I don't have the "don't automativcally lose inventory " checked. I mainly use the ready-made interactions in ags , as I'm useless in scripting. When I say "If player does this, remove item from inventory" and then test the  game , it won't always obey. I tried "before action" "after action" etc... Any help with the least scripting possible??  :(

cp
#415
"Long expected Friday" has to be ready for testing
(without sound) before June, so hopefully
it will be released soon after that...

Edit :
31/5/05
I'd wish...
:'(

cp
#416
Thanks.
#417
Hi
I found functions for  when the player choses to save the game or for when the game ends and it's reset or restarted, but I can't find an option for automatically save game before the players make a crucial move, like turning something off for ever.
Thanks
#418
Critics' Lounge / Re: need idea for head
Thu 07/04/2005 18:57:36
I may give it a go then...
#419
Critics' Lounge / Re: need idea for head
Wed 06/04/2005 19:38:45
It's going to look very much like this I'm afraid, kind of matchstick...

I like "proper" sprites but not when I have to do them...

And please bear with me re tags, scripts etc, I'm still working on them...(but never said that, OK?)


#420
Critics' Lounge / need idea for head
Wed 06/04/2005 19:29:02
I'm still trying styles, but I think sprite will  look like this (laziest n00b ever!!!) . Problem is , I can;t think of an appropriate head. Everything is either big or irrelevant. Thanks


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