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Ego: &100 He is too busy staring at that train.
Ego: &113 Or maybe he's just awfully rude, one or the other.
cUvaligia.Name = "awfully rude guy and/or attracted by train guy "; //FIRST LINE
enableguipersonal();
stop
@2
Ego: &113 Or maybe he's just awfully rude, one or the other.
enableguipersonal();
stop
@3
option-on 4
option-on 5
option-on 6
option-off-forever 3
Uvaligia: &2 Yes, the next one arrives in forty-six minutes.
cUvaligia.Name = "definitely attracted by train guy"; //SECOND LINE
option-on 19
return
Quote from: Crimson Wizard on Fri 09/06/2017 17:24:55Sorry i didn't read your edit. Any suggestions about how to make it works?
Thinking logically, if voice script works same as autonumbering, then it will ignore custom functions too.
melvinparla(" &15 I'm busy.");
enableguipersonal();
stop
@2
melvinparla("&16 Please, I'm busy. Be brief.");
Ego: &187 Right, then...
option-on 10
option-on 3
option-on 19
option-off-forever 2
return
@3
melvinparla(" &17 I'll just bet you do.");
return
@4
Skip(false);
melvinparla("&18 \"Ancient Artifacts Of Essex.\"");
melvinparla("&19 Don't tell the boss I lost library property. He'll cut my pay.");
void melvinparla(const string a){
provamelvin=cMelvin.Frame;
cMelvin.LockView(40);
cMelvin.Animate(1,8,eRepeat,eNoBlock,eForwards);
cMelvin.Frame=provamelvin;
cMelvin.Say(a);
provamelvin=cMelvin.Frame;
cMelvin.Animate(0,8,eRepeat,eNoBlock,eForwards);
cMelvin.Frame=provamelvin;
}
Quote from: Crimson Wizard on Fri 09/06/2017 16:48:45no are not so much so it's a pleasure to hear that i can autonumbering myself, i have to add them also to voicespeech.txt?
Autonumbering in AGS works only with default functions, like Say.
I believe that with Speech Center plugin you should be able to tell which strings are speech to number them.
Then again, if only few lines were missed, you can just put numbers yourself.
@1
melvinparla("I'm busy.");
enableguipersonal();
stop
@2
melvinparla("Please, I'm busy. Be brief.");
Ego: &187 Right, then...
option-on 10
option-on 3
option-on 19
option-off-forever 2
return
@3
melvinparla("I'll just bet you do.");
cSfondoFin2.ManualScaling=true;
cSfondoFin2.Scaling=200;
//cSfondoFin2.Transparency=100;
invocazione[0]="That is not dead which can eternal lie. And with strange aeons even death may die.";
invocazione[1]="Oh, Father Dagon the stars are in place.";
invocazione[2]="AS FORETOLD!!";
invocazione[3]="With the blood of your children's children WE SUMMON THEE.";
Quote from: Khris on Wed 07/06/2017 14:48:01It's happening that the game it's already translated and released and now we need an updated with voice acting that i never did before so i used autonumber speechlines and it doesn't recogniza english translation anymore. If i use update it put down all the line again with number but i have to copy and paste the entire translation.
Not a useful problem description. What exactly is happening? And why do we have to ask?
Quote from: Crimson Wizard on Tue 09/05/2017 16:20:21
I know there is Adventure Creator for Unity, a kind of AGS-like framework, but it is not free.
You need to keep in mind, that AGS game and Unity are not compatible in any way except for graphic and media assets. You will have to remake everything, all scripts, even if you are using some game framework (And if not, that might be more months of coding basic adventure game behavior).
Quote from: Khris on Mon 08/05/2017 15:39:25thanks khris, i'll check how to make it
You can write a simple Python script that replaces the new translation source's Italian lines with their English translations, then changes it back afterwards.
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