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Messages - quixotecoyote

#21
I find the interaction editor is an excellent organizational tool.  My room and global scripts are completely out of order.  Trying to find anything just by looking at the scripts takes me forever.  It's nice to be able to click on the IE and jump right to the relevant portion of code.  It also makes sure I don't get distracted and edit the wrong section.
#22
Try setting your hi-color speech text to pure blue all the way over.

Now test your game.

It will show up as white.

It's an easy workaround; just drop one increment of red or green and it works.

Still, it's a bug so I report it.
#23
My global script is getting hard to read with character and inventory sections coming in random order.  Would it hurt anything if I cut and pasted the different sections around to group things together and make it easier to read?
#24
Thanks, I doubt I would have found that myself.   I wonder about the implications of this:

QuoteThe function doesn't get called immediately; instead, the engine will run it in due course, probably during the next game loop, so you can't use any values set by it immediately.

could I counter this by adding  wait(1) after CallRoomScript()?
#25
What I've been doing so far is when I need a cutscence or action performed based on a dialog choice, I use run-script in the dialog  and write the necessary scripting in the global script. 

My question is, my global script is getting awful cluttered.  Is there a better way to do this so that my one shot room-specific actions don't have to go through the global script?   Or at least an easy way to redirect the script so the code goes on the room script?
#26
It seems to come and go randomly.  I just finished a 2 hour editing session without a single error, but yesterday it popped up every other time.

I haven't added sounds and music yet.

But If this error doesn't mean anything specificly identifiable, don't worry about it.  Its probably due to the vagaries of win 98
#27
Hey, I know this one too.  I feel so smart. 

I'm assuming you want one of the characters to open its eyes.  Don't bother with your special eye-opening animation character, your normal one is fine.  Assume X is the view number of the animation and Y is the loop number.

character[EGO].LockView(X);
character[EGO].Animate(Y, 0, eOnce, eBlock, eForwards);
character[EGO].UnlockView();

Learning as I go,
QC
#28
"thxx! Now lets say the beginning scene happens in in three different rooms! What do I do then?"

I ran cEgo.changeroom (x) to move to the new room and just started scripting again.  The room interaction 'first time player enters room' was a good starting point.
#29
I want to have a couple sidekicks that show up in a lot of rooms the player goes to.  I also want the villian to pop in and taunt occasionally.

I note that when I use the interaction menu to show messages  for the characters it sets to room message for the current room.  This is a problem as when I plunk them in new rooms they still look for the same message number. 

Is the best way to work with this to do a run script under each interaction, run Display commands and the like, and just start building a tree of If conditions as they start to not apply?
#30
<grin>  I'm a newbie but I just finished doing this.

Just make a room, have the player character start there,  and script out what you want to happen just like you would in-game events, making sure you use eBlock parameters where applicable so the player can't interrupt.
#31
I searched but didn't find any exception errors matching mine.   This is the error:

exception 0xc0000005 occured in acwin.exe at EIP= 0x004675D9; program pointer is +5, ACI version 2.71.894, gtags (1,9)


It happens when I test the game.  I haven't done any custom scripting, its all in the interaction editors, so I don't think its because I tried something fancy.  I can't seem to isolate what causes it.  It seems to happen roughly 50% of the time when I test the game regardless of other factors.
#32
Thanks, but I figured it out.  I had two similar looking rooms and I didn't realize I had to DOUBLE-click the name in the room menu to switch the room I was editing.  I had all the right interactions but the wrong room.   Felt a right arse when I realized that.   
#33
I've just started making my first game (after meaning to for years).  But, I can't seem to make the hotspot interactions work.  I followed the tutorial, and I've looked in the knowledge base and I am unenlightened.

I have a background of a hallway with several doors.  The floor is completely walkable.  The door I want the player to find is marked as hotspot 2 and the other doors are filled as  hotspot 1.  I set a walk-to point at the base of the door I want the player to open in the walkable floor area.

I went to the interaction menu for  hotspot 1 and chose "Game:Display a message"  for "look at hotspot"  I clicked on "edit message" and typed in basically "wrong door" as message 0.  I then set "interact with hotspot" to display the same message.

I did the same thing with hotspot 2 only with message 1 as "right door".  I also added a "move character" interaction set to the coordinates of the walk-to point so the player would move to the door to look at it.  I put that in as happening before the message comes up.

I then tested the game.   When the I tried to interact with the right door (hotspot 2) I move to the walk-to point but get no message.  When I look at the right door I am neither moved nor shown a message.  When I try to look at or interact with one of the wrong doors (hotspot 1) nothing happens at all.

Can anyone tell me what I'm missing?  It frustrates me to get stumped this early by somthing that looks so simple.
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