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Messages - sentient

#21
Every time I try to use this manual I have I wonder if it is the right one. On page 31, the scripting tutorial1 and 2 simply say wibble and wobble??!! Is this in all the manuals? I downloaded the 2.4 manual off the website and printed it off, all 133 pages.  I hope this is the right one.
#22
That worked. I now can use these scripts to go to the room I want. I'm not sure how I can limit the initial options now. I only want say 1 option to be available in the dialogue until I have talked to a character for instance. Then the new location becomes clear and is added into the options. How would I do this? I can untick the show option to stop the options being shown. But where would I use the show command?
#23
This is right at the top of the global script. Line 3 is the if (locationselect ==1..... line.
#24
// main global script file
function dialog_request (int locationselect){
if (locationselect == 1)
if (character[GetPlayerCharacter()].inv[5] > 0)
SetPlayerCharacter(HANSON)};

that is what I have at the moment
#25
Ahh, I knew it was a king's quest title! Thanks
#26
Hi, this has been bugging me for ages. I thought the game was king's quest or, a version of it.

You start as a wizards apprentice and have to run around the house finding stuff for spells. Anyone remember what game this is from this (admittedly poor) description?

After playing the remake of King's quest I am now doubtful of my memory, as I only played the game around a friends house on his Amiga (at the time I couldn't afford one :().
#27
I've tried it as you said, but it still won't run. It says :
error: line3 expected ;

I've put a semi colon on the end of line 3 then it comes up with another error
#28
I really can't get my head around this scripting lark it is completley different from what I've done before. What is wrong with this ?


// main global script file
function dialog_request (int locationselect){
if (locationselect == 1)
if (character[GetPlayerCharacter()].inv[1] > 0);
SetPlayerCharacter(HANSON)}
#29
Hello. I'm still stuck at the moment. I can't see any option in the inventory for checking if you have an item or not. I have a dialog I have set up with gets to a point and runs the run-script 1 command. In this script I want to check if you are carrying a certain item and to check against 4 variables i will want to have to check have been trigered. eg 1=triggered 0=not triggered. I can maybe set a flag for when you first pick up the object to do it, but that seems silly in a package designed for adventures. Is there a way to check if you are carrying a specific inv item or not?
#30
Thanks. I have printed the pages off and will be able to use these now. More commands than I thought!
#31
I am playing with scripts in a basic way. I am trying to get a dialogue to recognise I have an item and only continue if I have it. Looking through the manual I am constantly struggling to find commands I need. Is there a list somewhere in alphabetical order and basic usage requirements?
Even using the help option and going on search isn't much good becuse it lists topics as well as commands. I don't want to post here everytime I want a new command so is there a way? I'm probably missing an obvious thing, but if I am I can't see it. The manual I have printed off just seems to list commands willy nilly and I have to keep leafing around in the hope of spotting a useful command.

#32
ahh, that sounds a better way. Thanks. Any ideas on my second question? Or is the GUI method the best way?
#33
From what I can see in the help files the only way to create a cutscene in a different location, where the player isn't present is to:
use the newroom command
then hide the main player
run script for the cutscene
use newroom to go back to original room

Am I right? Or am I barking up the wrong tree?
Oh and is there a way to display an item you pick up as a large picture over the scene you are in say half the screen size? I can only think of using a GUI, but it seems a clunky way of doing it.
#34
That looks like the sort of thing I need.

I have got the basic thing done with normal commands like move character etc. The only problem I have had is. I move the characters to say, room2 and there is no position character option so it is random where they will turn out.

The script you have sent me, looks useful, but I have found using the move character options easier to use as it uses the walk areas automatically. So I can get the scene I need without even using a script.

Of course there is the problem of positioning my character after running these auto lines. I'll tell you now that the character is watching these two characters run. He isn't a participant.

I need to know how scripting works, but the editor seems to have a lot of options available without the need to script. Is there a command to position characters automatically?

Thanks Scorpiorus, you seem to have a good knowledge of  AGS, any tips on basic scripting techniques would be appreciated. Eg, hiding characters during scripts would be useful. ( If it is possible of course)

Thanks for your help. I will probably need it again soon!
#35
I want to do a animation when I first enter a screen,which only plays the first time. I haven't sussed this scripting system out at all yet. How do I achieve this sort of thing? For example the thing I want is two characters running, one chasing the other. When the second character reaches you it begins a conversation with you. I don't want a dialogue at this point just an automatic reply.

This sounds very complicated to me at the mo. Is it very difficult? I have far worse things lined up for later in the game( as in much more comlicated scenes, involving 8 or more characters/objects at one time). I have read the basic scripting tutorial, but it doesn't really talk about movement and character interaction at all.

I assume I use the startcutscene command? I'm not sure if I need this or not.
Any ideas of where I can look for help at all?
#36
Hmm, tried that link and it still says if I was logged into the forum...
#37
Hi, I was wanting to put a quick comment up about a game I have played through from this site and it say's I have to be logged in to the forum. Well, As soon as I log in and go to the relevant game download option and select vote, it still says I'm not logged in.

Any ideas?
#38
I gave up with the one screen approach and made 4 sections and after a bit of tinkering got em to fit ok. I possibly clicked on the selection after I imported, can't remember now :) I tried so many different ways and times! So hopefully I'm in business. I've no idea how I'm gonna get the buttons to work but at least I'm moving through slowly.

Thanks a lot everyone.
#39
Hmm, thought I sussed it. When the image loads in it asks for transparent colour. By default it is using the top left corner, (which is part of my frame). Selecting 0 should have sorted it out. But boohoo it didn't!

I even made a frame with a black edge around it, still no joy.
#40
I have loaded an 800x600 screen into the GUI and it displays ok. BUT, the black isn't transparent. If I set the background colour from 0 to other values I get parts of the frame transparent but not the main black section in the middle. I also get part of the main frame transparent even when I use 0 as the background colour. Is this a normal problem? I will try splitting it into 4 to see if that makes a difference. I have tried using 16 bit colour and 32 bit colour with no change at all.

Thanks for the help so far.
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