Whee!

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Show posts MenuQuote from: Pumaman on Sun 30/01/2005 15:49:01QuoteYeah, that's what I meant. Not one module for every individual GUI interaction, one for every inventory item etc, but one big module for ALL GUI interactions, one for all inventory etc. So you'd end up with about 5 or 6 different, largeish modules.
That's not a bad idea ... I'll bear it in mind for 2.71.
Quote from: Pumaman on Sat 29/01/2005 10:33:33QuoteWould it be possible for the compiler to support operators (at least + and *) in array declarations?
This is actually non-trivial to add but I'll bear it in mind.
Quote from: Pumaman on Sun 30/01/2005 21:18:45that the new OnClick would replace M_DOWN.
function repeatedly_execute() {
//...
if (character[GUY].walking == 0) MoveCharacter(GUY, Random(game.room_width), Random(game.room_height));
//...
}
QuoteBut you must be bulls**ting me with those 100 sprites. Hell no! If 100 sprites would follow the character it would prolly slow down as well anyways.
QuoteIf each cursor-mode has a keyboard button attached to it (like in the LA games), would you prefer that the buttons were related to the actions L=LOOK, T=TALK, P=PICK UP etc., or would you rather that they were arbitrary but close to eachother (ASDFG or ZXCVB etc.)?
QuoteI believe it's a characterisation who would suit a police officer perfectly
QuoteWhen I was testing it, no matter which side of the screen the character was on (that is, whether left or right), it still displayed the portrait on the left side of the speech
QuoteHowever, the timing and flow of the animation do seem very alike.
QuoteI don't think I will change too much, considering the time he's on screen.
QuoteI tried SetGUIObjectEnabled(ICONBAR, 5, 1) in my INVENTORY GUI script, but I must not be using it correctly. Is there a variable I should be using?
QuoteNow I'm looking for a way to re-enable it after an inventory item is chosen, then make it default back to disabled after the item is used. How can I make this disabling temporary, and dependant on whether an inventory item is active?
// main global script file
function repeatedly_execute() {
if (character[GetPlayerCharacter()].activeinv == -1) // if no item selected
SetGUIObjectEnabled(ICONBAR, 5, 1); // enable inv item button
else // if an inv item is selected
SetGUIObjectEnabled(ICONBAR, 5, 0); // disable inv item button
}
QuoteOuch, I was hoping to use this.
Quotethe "Based on X-Position" option for textboxes
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