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Messages - strazer

#1801
QuoteNo, the RunInteraction commands aren't delayed. However, obviously if the interaction runs a script then that won't happen until the calling script finishes.

Heh, right, I completely forgot about those strange interaction editor commands... ;)

QuoteAs strazer says, I don't really like "Location"; it's a pity there's no one word meaning "interactable thing" I guess

Hey, how about "entities"? Mouse.SaveCursorUntilEntityChange? Or Mouse.SaveCursorUntilLeaveEntity?
#1802
QuoteMouse.SaveCursorUntilLocationChange ?

A bit unwildy but the autocomplete feature should safe us there Smiley

Yeah, "Cursor" should definitely be in it, since that is what will be saved, but I think we should avoid using the term "Location".
Hm, Mouse.SaveCursorUntilLeave?
#1803
Quote from: Pumaman on Sat 15/01/2005 21:40:57SetInvDimensions is supposed to override all ItemWidth and ItemHeight properties of inv windows for backwards compatibility; does that not seem to be working at present?

It didn't work for me. I loaded my v2.62 game up, changed a few local variable names (gui, object and so on), then tested it. The inventory items didn't show up (as they used to).
I resized the inventory control to the default dimensions set in the properties window, then they showed up.
I had used SetInvDimensions in game_start.

Quote from: Pumaman on Sat 15/01/2005 21:40:57Although I do agree in principle, I'd rather not rename functions if they haven't actually changed. In 2.7, a lot of things have new names from 2.62 because of changed functionality; and I'd rather not confuse people by renaming a few functions where they actually do the same thing.

Ah, ok. I'll shut up then. ;)

Quote from: Pumaman on Sat 15/01/2005 21:40:57I agree with renaming this, but finding a good name for it seems to be impossible.

I know what you mean... :P

Another thing: Is InventoryItem.RunInteraction still a delayed function? If so, it should be noted in the manual.
#1804
Also, keep in mind that there's a limit to the number of lines you can add to a listbox. My last info is about 150 lines of text. Haven't checked though.
#1805
I was wondering what would be the best approach to allow a smoother transition to future seperation of LEC and Sierra speech views (see Tracker).
Currently, the Character.SpeechView property applies to both, so renaming it is not an option...

QuoteNote that it *should* be backwards compatible, but I'd appreciate it if people would just have a quick check to make sure it still does work.

Works fine here.

I've only noticed that the Item width & height properties override the old SetInvDimensions function, it has no effect. To preserve compatibility with old scripts, I think the function should have priority.

Quote* Renamed structs from GameCharacter and GameObject to Character and Object respectively, to make it more intuitive.

Good call. The Character.GetAtScreenXY in the manual still refers to "GameCharacter" though.

Quote* (...) each inv window can display inventory for a specific character (...)

This should make a lot of people happy. Great job, CJ!

Edit:

Oh, and may I re-suggest to rename

  GetLocationName -> GetNameAtScreenXY
  GetLocationType -> GetTypeAtScreenXY
  Mouse.SaveUntilLocationChange -> Mouse.SaveCursorUntilChange

as I think they're slightly confusing.

Edit 2:

Shouldn't we obsolete the GetPlayerCharacter function since we now can simply use player.ID?

Edit 3:

How about
  SetAreaScaling -> SetWalkableAreaScaling
?
#1806
First, the Wait command takes game loops as parameter, not seconds. The default game speed is 40 game loops per second, so if you want to wait 5 seconds, do
  Wait(5*40); // wait 5 seconds, or less if game speed is increased
or
  Wait(5*GetGameSpeed()); // wait 5 seconds, regardless of game speed setting

Second, the RunDialog and NewRoom commands are delayed functions, meaning they don't get executed immediately but are delayed until the script finishes.
The easiest solution is to add two "Run script" actions to the "Player enters room" interaction, the first containing
  Wait(5*GetGameSpeed());
  RunDialog(1); //chauffeur talks with DM
and the second
  Wait(10*GetGameSpeed());
  FadeOut(3);
  NewRoom(11); //map
#1807
1. Go to menu "Script" -> "interface_click" and replace
  show_inventory_window();
with
  GUIOn(INVENTORY);
2. where "INVENTORY" is either the name or the number of your custom inventory GUI.
3. Yes.
#1808
I copied your code into a test game using AGS v2.7 Beta 11.
Apart from having to declare the "temploc" variable, it worked right away.

I do get "Why use the key on itself?" and the unhandled_event messages...
#1809
Code: ags

// script for hotspot1: Mouse moves over hotspot

SaveCursorForLocationChange();
SetMouseCursor(10);
#1810
Have you by any chance deleted a sprite that was in use by a mouse cursor? Find out.

Also, a bug with a similar error message was resolved recently:

Quote from: Pumaman on Wed 22/12/2004 11:32:15Actually as it turns out this bug is one that other people have reported before but I never managed to replicate -- luckily your game had it all the time so I could finally fix it.
#1811
The game is 256 colors, my desktop 24bit. Passing --15bit did not help.
#1812
I've noticed that if you tick the "Hide player character" checkbox for a room, you can't make an NPC in that room follow another NPC in that room.
There's no error message, the NPC just doesn't move.
#1813
I have a demo game here that looks fine when testing it through WINE, using the AGS Linux engine however, the graphics have a blue tint to them. Can anyone using Linux confirm this?

http://www.strazer.net/ags/demo_rts.zip
#1814
I agree. Also, it's in the Beginner's Forum sticky already.
#1815
Hey, no prob. :)
I just posted it so you can write your comment in there.

If we had some kind of voting system for tracker entries, I'm sure more people would actually read that list...
#1816
If you have the dll in the right places and have the plugin activated, it should work fine.
If all else fails, you could upload your game for us to take a look at.
#1817
Hm, looks ok to me.
Can you play the demo that is included with the plugin?
#1818
Quoteit keeps saying that it cant reconise the comands

What are the commands?
The error messages give you the line number or take you directly to the part of the code that's wrong. Please post these lines here.
#1819
Have you put ags_CCS102.dll in both the AGS editor folder and the game's Compiled folder?
Have you checked the plugin in menu "Game" -> "Plugin editor..."?
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