Try putting a
Wait(1);
just before the FadeIn call.
Wait(1);
just before the FadeIn call.
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Show posts MenuQuote from: Pumaman on Mon 03/01/2005 12:09:05Yep, that's a crash initializing the sound card.
Quote from: Bernie on Thu 18/08/2005 01:57:34
This is kind of an old thread, hope it's still okay to inform you of a bug:
Quote from: Bernie on Thu 18/08/2005 01:57:34
When I switch rooms using SetPlayerCharacter, objects and regions (probably hotspots and walkable areas too) seem to use the status stored for the previous room. Looks like the module doesn't recognize the room change.
// global script
//...
int next_room, next_x, next_y;
function BlakesNewRoom (int room_number, int x, int y) {
next_room = room_number;
next_x = x;
next_y = y;
NewRoom(LOADROOM);
}
//...
// script for LOADROOM: Player enters screen (after fadein)
Wait(10);
NewRoomEx(next_room, next_x, next_y);
Quote from: Mats Berglinn on Tue 09/08/2005 20:03:29I tried with that screenshot thing but it didn't work because the program claimed it was different sizes but it wasn't (I think).
Quote from: strazer on Mon 04/04/2005 05:29:12
If object A's baseline is further down than the baseline of object/character B, object A is drawn in front of B.
By default, character and object baselines are at their coordinates, the bottom of the sprite.
So if object A is positioned below object B, A is drawn in front of B.
Now, if you want object A to be drawn behind object B, you can simply re-position the objects so object A's bottom is above object B's bottom or set a new baseline for object A ("Set baseline" button) and place it above object B's bottom or set a new baseline for object B and place it below object A's bottom. Or set a new baseline for both and make sure object A's new baseline is above object B's new baseline.
But keep in mind that the baselines also affect how characters are drawn. The same principle applies: If the character's baseline (also bottom by default) is below object A's baseline, he is drawn in front. If it's above object A's baseline, he is drawn behind it.
Just play around a bit and find out what works best for your situation.
// script for cupboard: Interact with object
oFlowerpot.Move(oFlowerpot.X + 20, oFlowerpot.Y, 3, eNoBlock, eAnywhere); // start moving pot 20 pixels to the right and continue script
oCupboard.Move(oCupboard.X + 20, oCupboard.Y, 3, eBlock, eAnywhere); // move cupboard 20 pixels to the right and wait
oFlowerpot.Animate( ...whatever... ); // flowerpot falling and crashing
Quotefacelocation uses room coordinates
QuoteCould you give some more code? When does this occur?
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