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Messages - strazer

#1661
It will automatically rename the room file.
#1663
Quote from: Pumaman on Tue 01/02/2005 20:37:35
Firstly, yes this whole issue is because AGS does not do lazy evaluation on && and ||. (while it's called lazy, it's actually more complicated since the compiler would need to check the first side and generate JUMP instructions depending on the result).

And yes, it's something I would like to fix to make it behave in common with C, especially as you point out, statements like this will become more common and should be valid:

if ((ptr != null) && (ptr.ID > 0))

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=509
#1664
Quote from: HeirOfNorton on Wed 19/01/2005 05:27:03
First, the ability to use voice speech with a character's THINKING action/view. (I'm making a game in which I want character.Think to be the usual response to looking at objects, etc. I would just use Display with always display text as speech enabled, but the way the characters are in this game they would have to point out EGO talking to himself.)

I was waiting for a respone from CJ regarding this, but I have now just added it as an unverified entry: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=508

Edit:

I've set this entry as completed. Don't know why I added it, it works fine, just like it did in v2.62:

cEgo.Think("&1 Hm, I wonder why...");

plays the file EGO1.wav/ogg/mp3 (put it in the game folder, not the Compiled folder).
#1665
Quote* Added script module support for game_start, on_key_press, on_mouse_click and repeatedly_execute.

Nice, thank you!
Will you add _always and on_event as well?
#1666
Code: ags

  // script for room: Repeatedly execute

  //...

  if (character[SOMEGUY].walking == 0) {
    MoveCharacter(SOMEGUY, 0, 100);
    MoveCharacterPath(SOMEGUY, 160, 150);
    MoveCharacterPath(SOMEGUY, 320, 100);
  }

  //...
#1667
Beginners' Technical Questions / Re: GUIOff
Fri 18/02/2005 16:46:41
Me too. Use the [ code ] tag to preserve them when posting here.
Try the code I have provided.

Edit:

Don't do

Code: ags

	{
	if (button == 2)
	SetCursorMode(2);
	}


but

Code: ags

	if (button == 2)
	{
		SetCursorMode(2);
	}


otherwise only the first line after the if-clause gets executed if the expression is true.   

Edit 2:

Of course, if you only have one line anyway, you don't necessarily need the brackets, but I always use them in case I add something later so I don't forget to add them.
#1668
Beginners' Technical Questions / Re: GUIOff
Fri 18/02/2005 16:42:51
Yes, you didn't close the first interface part, therefore nesting the second interface part in the first one.
Try to indent your code properly, so it's more readable:

Code: ags

function interface_click (int interface, int button)
{
	if (interface == ICONBAR)
	{
		if (button == 0)
   		{
			//Walk.
			SetCursorMode(0);
		}
   
		if (button == 1)
		{
			//Look.
			SetCursorMode(1);
		}
   
		if (button == 2)
		{
			SetCursorMode(2);
		}
   
		if (button == 3)
		{
			SetCursorMode(3);
		}
   
		if (button == 4)
		{
			// show inventory
			GUIOn (INVENTORY);
		}

	}


	// They clicked a button on the Inventory GUI
	if (interface == INVENTORY)
	{
   
		if (button == 2)
		{
			GUIOff (INVENTORY);
		}

		if ((button == 4) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
		{
			// scroll down
			game.top_inv_item = game.top_inv_item + game.items_per_line;
		}
   
		if ((button == 5) && (game.top_inv_item > 0))
		{
			// scroll up
			game.top_inv_item = game.top_inv_item - game.items_per_line;
		}

	}

}
#1671
If you did
  FollowCharacter(MAN, EGO);
just do
  FollowCharacter(MAN, -1);
#1672
Quotestrazer, I just realised, there's no link to your page from the AGS Resources page. Mind if I add one?

Sure, go ahead.
#1673
Since I update it regularly, I'd prefer it to be a link or a Wiki-style part of the online manual.
#1674
Right, it's not in the manual and is hidden from the autocomplete.

It's just one of those things you pick up along the way. Check the link in my sig for more.
#1675
QuoteAlso, it would be nice if we could find out if the current room had the "Hide player" checkbox set

if (player.on == 0) {
#1676
Quote from: Pumaman on Sun 13/02/2005 16:20:37If there's anything else that needs to be done and I've forgotten, please do say so.

Quote from: Pumaman on Thu 27/01/2005 20:39:39
Quote
Display room info on "Areas" pane
Should be an easy one and results in one less tracker entry.

These two sound reasonable, and I agree it would be a good time to clean them up.
#1677
Quote from: Pumaman on Wed 16/02/2005 19:21:31
Yeah, I guess save game screenshots should be supported in 256-colours, it's a reasonable request.

Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=507
#1679
QuoteWhat would be awesome would be a ChangeCursorView function or something like that...

Yeah, I would like that as well.

For the moment, one could probably code a workaround using ChangeCursorGraphic and rep_ex to manually animate the mouse cursor. But this seems rather messy.
#1680
Advanced Technical Forum / Re: error message
Wed 16/02/2005 14:37:13
- What happens at that certain place in room 1? Do you have a region there?
- What script/interaction editor commands do you use?
- Keep in mind room 0 is intro.crm, room 1 is room1.crm and so on.
- Have you saved the room files in the correct folder (game folder)?

In the future, please provide more details so we can help you better.
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