I don't think this will work because, if I remember correctly, "Run script" actions are always executed after the interaction editor commands, hence it will save the changed loop number.
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Show posts MenuQuote from: Pumaman on Sun 04/04/2004 17:55:48There are a couple of easy things to spot, such as eip +5997 means the MP3 player and eip +379 means a problem drawing the GUI
// Player enters room (before fadein)
SetCharacterView(CHARACTERNAME, SLEEPINGVIEW); // set sleeping char to sleeping animation view
AnimateCharacter(CHARACTERNAME, 0, 0, 1); // animate him contiously using loop 0 of this view
character[GetPlayerCharacter()].x = 150;
character[GetPlayerCharacter()].y = 0; // position player at the very top
SetCharacterView(GetPlayerCharacter(), FALLINGVIEW); // set his view to the falling animation view
AnimateCharacter(GetPlayerCharacter(), 0, 0, 1); // animate him continously using loop 0 of this view
// Player enters room (after fadein)
MoveCharacterBlocking(GetPlayerCharacter(), 150, 100, 1); // move player to middle of room (falling down)
// at this point the player has landed
PlaySound(1); // *thud*
ReleaseCharacterView(GetPlayerCharacter(), NORMALVIEW); // stop animating player
ReleaseCharacterView(CHARACTERNAME, NORMALVIEW); // stop animating sleeping char (awake)
// or animate him first waking up using another loop and a blocking AnimateCharacterEx
Wait(40); // wait 1 second
DisplaySpeech(CHARACTERNAME, "What's going on?");
//...
while (i > -1) {
if (dlgnum[dialog].optstate[i] != 0) i--;
else i = -1;
}
int break = 0;
while ((i > -1) && (break == 0) {
if (dlgnum[dialog].optstate[i] != 0) i--;
else break = 1;
}
inventory[game.inv_activated]
InventoryItem.GetAtScreenXY(mouse.x, mouse.y)
Quotetrylle: Not really - I'm a little color blind, so miscolorings will happen a lot throughout the game.
QuoteI want a left click on any inventory item to pick it up...a right click to look at it, and a right click after an item has been picked up to go back to the regular mouse (ie drop it back in inv)
function on_mouse_click(MouseButton button) {
if (IsGamePaused() == true) {
// Game is paused, so do nothing (ie. don't allow mouse click)
}
else if (button == eMouseLeft) {
ProcessClick(mouse.x, mouse.y, mouse.Mode);
}
else if (button == eMouseLeftInv) { // left click on an inventory item
player.ActiveInventory = inventory[game.inv_activated]; // equip player with item
}
else if (button == eMouseRightInv) { // right click on an inventory item
ProcessClick(mouse.x, mouse.y, eModeLook); // look at inv item
}
else { // normal right-click
player.ActiveInventory = null; // unequip player
mouse.SelectNextMode();
}
}
Quote from: Pumaman on Sun 21/11/2004 16:35:31I'm not sure exactly what Windows CE supports and what it doesn't.
AGS games should run on tablet PC's / Windows XP Embedded so long as it supports DirectX -- but I don't think that WinCE supports enough features to make it possible.
Of course, as LostTraveller says, Allegro would need to be ported first.
Quote from: Dan2552 on Mon 04/04/2005 20:13:27how do you find out the version of wine you have?
wine --version
Quote from: Dan2552 on Mon 04/04/2005 20:13:27and where exactly do i put this config file
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