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Messages - stepsoversnails

#41
No.
Unfortunately that doesn't work with the verb coin's inventory.
#42
I must be going crazy. I've looked high and low.
It even says it in this thread http://www.adventuregamestudio.co.uk/yabb/index.php?topic=32745.0
It's possible to disable the inventory. But i don't know how.
and once disabled how can i enable it?
any help on this would be much appreciated, thank you.
#43
both of these solutions worked perfectly.
I'm not sure which one i will be using though.
I'll have to test them both out in different areas and different rooms of the game.
thank you so much!
#44
your idea about disabling walkable areas of certain numbers has worked really well.
thank you for that suggestion.
The only thing i'm left with now is making sure the other character can't walk onto it.
I've set the all restricted walkable areas to walkable area 2
the character calls to the other character by using the talk icon on him

Code: ags
function cEgo_Talk()
{
Display("C'mere!");
cEgo.Walk(cChar1.x + 30, cChar1.y - 0, eBlock);
}


i figure this is the best place to stop the character from walking onto walkable area 2, right?
i just don't know how to code it.
#45
I'm making a game that has two separate characters you can control but one of the characters can go places the other one can't.
I wanted to know a script that would allow one character to enter these areas but not the other.
i assume walkable areas would have a lot to do with this but i'm not sure.
I know there is disable walkable area and restore walkable area but the problem with that is that one character can shout to the other one and they will walk over to them.
so how can i disable the walkable area only for that one character to stop him from walking on it and if he tries to id like him to play a custom animation and to stop trying to walk on it.
also, i have no idea where i would put this script.
maybe the room load, i'm really not sure.
thank you!
#46
oh my gosh.
all i was missing was one little bracket!?
ahaha. I'm stooopid.
sorry about that guys.
it works perfectly now.
thank you for the help.
#47
im using the getViewport function.
and by ends i just mean where there are no walkable areas.
#48
okay i've now changed it to this.
Code: ags
if (GetWalkableAreaAt(cEgo.x-GetViewportX()+40 ,cEgo.y-GetViewportY()+20==0)){
   Display ("There's not enough room here.");

and he can switch characters on the other side of the room (which was a scrolling room).
but now he can't detect the ends of walkable areas.
any suggestions?
#49
thank you for that.
But it doesnt appear to be working.
the only way i could ags to accept the script as to change it from
Code: ags
(GetWalkableAreaAt(cEgo.x.GetViewportX() - 40, cEgo.y-GetViewportY() + 20) == 0){

to
Code: ags
(GetWalkableAreaAt(GetViewportX() - 40, GetViewportY() + 20) == 0){
   Display ("There's not enough room here.");


but now it just seems to skip the first part of the script and go straight to saying There's not enough room here.
#50
that sounds like it should work but whenever i put it in AGS comes up with an error telling me there is no function called GetViewport.
I've looked for the function on the wiki and i can't find it there either.
#51
okay one last tiny little thing.
I think it's a problem with how i've scripted it.
But to ensure that the character can't be spawned onto an area he not allowed to walk on i've wrote a little script to check for walkable areas around him.
The weird thing is that it works when he is on the left side of the room but not the right.

Code: ags
 if (GetWalkableAreaAt(cEgo.x - 40, cEgo.y + 20) == 0){
   Display ("There's not enough room here.");
}
  else if (GetWalkableAreaAt(cEgo.x + 40, cEgo.y + 20) == 0){
   Display ("There's not enough room here.");
   } 
else {
                    cEgo.LockView (VIEW5); 
                    cEgo.Animate (2, 3, eOnce, eNoBlock, eForwards);
                    cChar1.ChangeRoom(cEgo.Room);
                    cChar1.x = cEgo.x - 0;
                    cChar1.y = cEgo.y - 0;
                    cChar1.LockView (VIEW4);
                    cChar1.Animate (2, 3, eOnce, eBlock, eForwards);
                    cChar1.UnlockView ();
                    cChar1.SetAsPlayer ();
                    gGui1.Visible = false;
                    cEgo.Clickable = true;
                    
  }
      }
#52
it's okay i got it.
aha.
sorry for that.

Code: ags
if (GetWalkableAreaAt(cEgo.x - 30, cEgo.y - 0) == 0){
   Display ("There's not enough room.");
}
else {
#53
I can't figure out a script that simply checks if there is a certain amount of walkable area in front of a character.
i'd really love some help, thanks!  ;D
#54
wait.
nevermind.
i just rechecked it and added the y axis to the code.
it works great now.
thank you all so much for your help!
#55
oh thanks.
i got it to work up until the new character enters the room.
instead of him entering in front the player where the animation ends, he instead shows up at his start x and y, that is specified on his character properties.
#56
really i just need to know how i should script it to make the character appear a certain distance infront of the old character and how to script it so the new character always appears in the same room as the old character.
#57
that does make sense but i'm still struggling with having the characters showing up were they're supposed to and not jumping around the place.
also i'm having trouble with the actual scripting.
thanks though.
#58
I not sure if what i want is a simple matter or not.
basically i want to have a button that when pressed makes the main character do a little animation where he splits into two and then the other half be controllable.
I know that the button that makes him animate is at least possible but having the new character show up exactly where he was when the separating animation ended, i figured to be a little more complicated (but hopefully it's not).
here is a picture, if it will help you understand.
#59
this thread has gotten me closest to having the verb coin animated but it still wont work properly.
It animates the button but it appears off to the lower right side and cropped. Also is only animates when my mouse is on any of the other buttons but the button i want to animate.
i know this is an old thread but any help would be great.
thank you.
#60
I was wondering if there was a way to give the default AGS verb coin a looping animation much like in the game Full Throttle where there are glowing flames constantly wiggling around the verb coin.
Though i wanted the looping animation to be targeted towards when you roll over one of the actions and the graphic for that action animates.
I could only find one other forum post about animating the verb coin and it didn't help me.
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