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Messages - rmonic79

#141
Hi guys we're tryng to make a pause for our game that block everithing including music, animations, dialogues, etc. and start them again on release, but, we didn't manage to do it in a proper way. For example the music stop and go works only with wav file.
Any suggestions?
  By the way pause and unpausegame doesn't stop music and rep_always stuff
    edit: and fade in out of rooms, first load  and room load things... we're even tried to make a quick save and restore it on unpause but we cannot save in rep  always
  p.s. we are using 3.4 alpha.
thanks :)
#142
Thanks Abstauber we'll make a little test and we confirm the right behave of this thing.

By the way, we have another half turnarouded problem.
We have the languages selection at the start of the game everytime you launch it. If we have saved an italian game, launched the game again and english language is selected before load the gui will be Italian but the language will be english. Now, we've find a solution in event restore using Game.changetranslation. In this way the load will be in the original saved language. We would like to load the game with the language selected at the start of the game. It can be done?
#143
Hi guys, one of my tester yesterday found a null point referenced error on mouse_on_click. I was able just a  minute ago to reproduce it. It occurs when you press "use with" with keyboard shortcut and quickly move cursor outside inventory gui.
the error is on line 1559
Code: ags

  if (Mouse.Mode==eModeInteract)
            {
              if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract))
              {
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(eModeInteract);
                SetAction(eMA_Default);
              }
               else player.ActiveInventory=ii;
             }
          else 
           {
              if ( (Mouse.Mode >0 && Mouse.Mode <10 )&& ii != null)
              {
                GSagsusedmode=Mouse.Mode;
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(Mouse.Mode);
                SetAction(eMA_Default);
              }
             
           }


i solved like this

Code: ags

  if (Mouse.Mode==eModeInteract)
            {
             if (ii!=null) //HERE
             {
              if (isAction(eGA_Use) && ii.IsInteractionAvailable(eModeInteract))
              {
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(eModeInteract);
                SetAction(eMA_Default);
              }
               else player.ActiveInventory=ii;
             }
            }
         else 
           {
              if ( (Mouse.Mode >0 && Mouse.Mode <10 )&& ii != null)
              {
                GSagsusedmode=Mouse.Mode;
                ActionLine.TextColor=ActionLabelColorHighlighted;
                ii.RunInteraction(Mouse.Mode);
                SetAction(eMA_Default);
              }
             
           }


Do you think that's enough?
For now it works fine...
#144
Thanks! It seems to work fine ;)
#145
Hi guys i'm trying to disable in a specific scene keyboard shortcuts in wich way i can do it?
(i made a variable in setactionbutton in guiscript but didn't work)
Thanks
#146
Hi guys i'm using 3.4 and i didn't understand how to get the light level of a characters that use Setlightlevel()
thanks ;)
#147
thanks for reply, we have a problem that doesn't regard paused game, we have a little minigame where you have to press mouse button fast meanwhile maingui, gaction and interface are disabled. If we press qweasdzxc or another keyboard keycode the cursor show it again.
[Half solved with mouse.visible false]
#148
Hi guys we've found another strange behaviour, when interface is disabled and we press a shortcut button on keyboard the cursor appears. Is there a way to ignore them?
#149
Thanks to all of you guys ;)
#150
Another "maybe" dumb question but i didn't find a solution yet.
Always regarding the GUI changes we need to change the colors of the square and the text of the listbox in runtime (gsave and grestore).
The options list of the object are different from the other gui and there's no signs of textcolor,selectedtextcolor or selectedbackgroundcolor or, is there a workaround?
#151
Thanks meantime i found changemodehotspot too and it works fine ;)
#152
Hi guys we need some help :)
we are making an inventory window DOT style with the cursor get the image of the inventory items but returns normal when over a gui and viceversa. The problem is that we need to restore the center of the normal cursor and get and restore the center of the inventory image in runtime and i didn't find the right function to do it, any help?
#153
thanks! :)
#154
It seems to work really fine thanks Abstauber :)
#155
thanks tomorrow i'll give it a try.
p.s. i wrote it without uppercase but in the script it was right ;)
#156
it gives me unresolved import initguilanguage. in the header file of the guiscript there is the function imported but in the .asc the function doesn't exist. Maybe i have an older version?
#157
forcing with mainInv.characterToUse seems to works fine THKS! :)
#158
in the guiscript we did something like
Code: ags

function AdjustLanguage() {
  
  // English
  if (lang == eLangEN){
    // yes/no-keys
    key_u_yes= 'Y';
    key_l_yes= 'y';
    key_u_no= 'N';
    key_l_no= 'n';
    
    // (eNum Name, Name, GUI Button ID, Sprite-Normal, Sprite-Highlight, Keyboard-Shortcut)
    if (FLASHBACK==false)
    {
    btnMainBack.NormalGraphic=123;
    SetActionButtons(eGA_GiveTo, "a_button_give    0  125  138 Qq");
    SetActionButtons(eGA_PickUp, "a_button_pick_up 1  126  139 Ww");
    SetActionButtons(eGA_Use,    "a_button_use     2  127  140 Ee");
    SetActionButtons(eGA_Open,   "a_button_open    3  129  142 Aa");
    SetActionButtons(eGA_LookAt, "a_button_look_at 4  134  147 Ss");
    SetActionButtons(eGA_Push,   "a_button_push    5  131  144 Dd");
    SetActionButtons(eGA_Close,  "a_button_close   6  133  146 Zz");
    SetActionButtons(eGA_TalkTo, "a_button_talk_to 7  130  143 Xx");
    SetActionButtons(eGA_Pull,   "a_button_pull    8  135  148 Cc"); 
    }
    else
    {
      btnMainBack.NormalGraphic=2184;
      SetActionButtons(eGA_GiveTo, "a_button_give    0  2220  2221 Qq");
    SetActionButtons(eGA_PickUp, "a_button_pick_up 1  2226  2227 Ww");
    SetActionButtons(eGA_Use,    "a_button_use     2  127  140 Ee");
    SetActionButtons(eGA_Open,   "a_button_open    3  129  142 Aa");
    SetActionButtons(eGA_LookAt, "a_button_look_at 4  134  147 Ss");
    SetActionButtons(eGA_Push,   "a_button_push    5  131  144 Dd");
    SetActionButtons(eGA_Close,  "a_button_close   6  133  146 Zz");
    SetActionButtons(eGA_TalkTo, "a_button_talk_to 7  130  143 Xx");
    SetActionButtons(eGA_Pull,   "a_button_pull    8  135  148 Cc"); 
    }
  }

some images are the same but the goal is to change all the button with different images when flashback variable changes.
After that we called the function inside a room load.
(p.s. we made a workaround reassigning the images first with an external function and the calling adjustlanguage, but if it's possible i would like to do it in a better way cause for all possible languages it's a bit frustrating :) )
#159
Hi guys we  are making two different Guis and there are two big problems: the first one (but maybe we have find a workaround) the gui change always after fade in even in room load (using adjust language command); for the second one when we change gui we change also character but the inventory items of the previous character stay visible during fade in and then change. Any solution? Thanks for your time ;)
#160
Thanks Scavanger we will give it a try ;)
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