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Messages - strazer

#1141
Are you sure your character's "Script name" is CAR, not just his "Full name"?
#1142
http://www.adventuredevelopers.com/resources.php?action=view&id=1

Issue 2

Edit 11/30/11:

You can still get the AGS Ezine No. 2 here: http://web.archive.org/web/20051030003147/http://www.adventuredevelopers.com/resources.php?action=view&id=1
#1143
There are no for-loops in AGS:

Code: ags

  PlaySound(3);
  AnimateObject(0, 0, 0, 1);
  int i = 0;
  while(i <= 100) {
    SetObjectTransparency(0, i);
    Wait(1);
    i++;
  }
  ObjectOff(0);
#1144
Quote from: Pumaman on Tue 24/05/2005 19:33:48
(...) structs (and therefore inheritance) are unofficial features and so are not documented.
#1145
Quote from: monkey_05_06 on Thu 09/06/2005 19:28:10I believe that the new demo game has a verb coin example.  If it doesn't then if you look at Rui's website, I'm sure he has some VC templates.

That website is here, btw.
#1146
Please stop digging up old threads unless you can provide a working download link.

Try to PM the game author first and let him/her know that the download link isn't working anymore. If you don't get a response, ask in the GAMESEEK thread.
#1147
When turning the menu on:
  mouse.UseModeGraphic(eModePointer);

When turning the menu off:
  mouse.UseDefaultGraphic();
#1148
Quote1. If someone can tell me how to use the walkto or use command on a hotspot in script

For example
  hotspot[3].RunInteraction(eModeWalk);

But I'm not sure what your problem is exactly. You want a cutscene that lets a character walk to a certain point in the room, then have him walk off the screen, then put him in another room? How about this:

Code: ags

  cGuy.Walk(200, 150, eBlock, eAnyWhere); // walk to x=200 y=150 and wait until character has arrived (=blocking)
  cGuy.Walk(330, 150, eBlock, eAnyWhere); // walk character off right side of screen
  cGuy.ChangeRoom(2, 10, 150); // then put character in room 2 at x=10 y=150


I'm not familiar with the MI2 template you're using so maybe I misunderstand your problem.

(The txt-style spelling correction (makes "you" out of "u", "are" out of "r" etc.) is a forum feature and can't be turned off by users AFAIK.)
#1149
Hehe, you're welcome. :)

Edit:

Btw, your float line would've had to look like this:

  float pc = 100.0 / ( IntToFloat(GetGlobalInt(13)) / IntToFloat(GetGlobalInt(12)) );
#1150
Try
  int pc = (GetGlobalInt(12) * 100) / GetGlobalInt(13);
#1151
They must be imported into the module header to be accessible outside the module.
#1152
GUI controls are numbered in the order they were created. You can see the number of a control in the GUI editor ("GUI 0 Control 2" for example).
Keep in mind that the controls might get renumbered when you delete a control. So in AGS v2.7, it's safer to give every control a name and check it like this:

Code: ags

function interface_click(int gui_id, int control_id) {

  if (gui_id == gYourgui.ID) {

    if (control_id == btnWalk.ID) {
      mouse.Mode = eModeWalkTo;
    }
    else if (control_id == btnLook.ID) {
      mouse.Mode = eModeLookAt;
    }
    //...and so on

  }

}

(Notice that I have renamed the variable names from "interface" to "gui_id" and "button" to "control_id" to avoid confusion.)

But as of AGS v2.7, each control can have its own event handler function, so you don't necessarily need interface_click anymore. Just give the control a name and double-click on it, then enter the command that should get executed when that control is clicked.
#1153
Please open a new thread if you have further questions that are unrelated to the current thread. Anyway:

1.) Set its visibility to "Popup Modal" in the GUI editor. This way it will be off when the game starts and only be displayed when you turn it on manually. Keep in mind that in this case the game will be paused while the GUI is displayed.

If you want the game to keep running while the GUI is displayed, leave its visibility at "Normal" and just turn it off in the game_start function. Then turn it on when you need it.

2.) I don't quite understand. You don't start and stop commands. If you turn a GUI off, it's off. If you want it to turn back on, you have to turn it on again yourself. Just put the command in the "Player leaves screen" interaction of the room, for example.
#1154
Music loops by default.
Since you want to play a sound effect (they are played once), use the "Game - Play sound effect" interaction command or the PlaySound/Ex function in script.

Edit:

And yeah, the file has to be named SOUNDx instead of MUSICx.
#1155
How do you play the sound?
Sounds played with the PlaySound/Ex functions or the "Game - Play sound effect" interaction command shouldn't loop.
#1156
General Discussion / Re: MP3 looping problem
Thu 16/06/2005 12:06:17
Glad it works now.

Quotewhen i try to play wav file it just doesn't work(in my intro scene). i have no problems with mp3 and ogg file(except this click problem), but looks like my wav file simply doesn't work.

AGS only supports uncompressed wav files (PCM). Maybe your file was compressed with ADPCM or something?
#1157
1.) The X and Y properties of a SayBackground overlay return strange values. In my test it had X=30000 and Y=0.

2.) Is there currently a way to determine if an object has "Use walkable area scaling" enabled or not? If not, may I suggest Object.IgnoreScaling.
#1158
1.) http://www.adventuregamestudio.co.uk/yabb/index.php?topic=20808.msg260788#msg260788
Edit by TerranRich: ADDED July 28th, 2005

2.) And wasn't this (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=21331.msg260781#msg260781) in the BFAQ already? I can't find it...
UPDATED July 28th, 2005

3.) http://www.adventuregamestudio.co.uk/yabb/index.php?topic=12461.msg148858#msg148858
ADDED July 28th, 2005 - Thanks strazer!
#1159
Advanced Technical Forum / Re: AGS went mad!
Wed 15/06/2005 22:57:51
Please check (Help -> About -> (Build x.xx.xxx) )
A couple of bugs regarding the Test game feature have supposedly been fixed in AGS v2.70.
#1160
Advanced Technical Forum / Re: AGS went mad!
Wed 15/06/2005 22:14:17
What AGS version are you using?
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