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Messages - strazer

#1821
Please, you have to provide more information.

What specifically are you having problems with? What doesn't work?
What error messages do you get?
What SHOULD happen and what DOES happen?
#1822
Oh my, that's tricky.
Only one room can be loaded at a time, so you can't directly move NPCs in other rooms since they are not in memory.
There are workarounds, but they are quite complex.
You might want to take a look at the CCS plugin, that's quite easy to use.
#1823
Do you mean the player character? For a cutscene for example?

Ok, here's an example, assuming player is in room 1 and should move to room 2:

Code: ags

// script for interaction that triggers cutscene (e.g. interact with object in room 1)
//...

  if (GetGlobalInt(77) == 0) { // if cutscene hasn't run already
    MoveCharacterBlocking(GetPlayerCharacter(), 320, 150); // walk to right edge of room 1
    SetGlobalInt(77, 1); // set flag to 1, so cutscene will be continued in room 2
    NewRoomEx(2, 50, 150); // change to room 2, left edge
  }

//...


Code: ags

// script for room 2: Player enters screen (after fadein)
//...

  if (GetGlobalInt(77) == 1) { // if flag is set to 1, i.e. cutscene should be continued
    MoveCharacterBlocking(GetPlayerCharacter(), 160, 160); // move player to middle of room 2
    DisplaySpeech(GetPlayerCharacter(), "Phew, that was quite a walk!");
    SetGlobalInt(77, 2); // set flag to 2 so cutscene doesn't run next time you enter this room and object interaction in room 1 can't be done again
  }

//...
#1824
The game_start function is run before the first room is loaded, so there's no room any player could currently be in.

What command do you use, what do you want to do?
You probably want to put the code in the "Player enters screen" interaction of the room.
#1825
AGS has a built-in inventory GUI that cannot be changed. This GUI is shown when you call the function InventoryScreen().
To show your customized GUI INVENTORY, call GUIOn(INVENTORY) instead.
#1827
General Discussion / Re: DivX sound problem
Tue 11/01/2005 00:01:25
Use GSpot to find out which codec you need, then download and install it manually.
#1828
The AGS homepage does that, doesn't it?
Just upload the game somewhere, enter it in the AGS games database and every download via the database link gets counted.
#1829
Go to menu "Game" -> "Make translation source..." and load the resulting text file with a spell-checker program, Word or whatever.
#1830
It's (still? again?) down for me...
#1831
Yes, you have to declare a variable before you can use it:

  int random;

You can also combine the declaration with the assignment of a value:

  int random = Random(5);
#1832
You have to close the repeatedly_execute function too.

//...
//SetCursorMode (MODE_WALK);}} // <- This is the closing brace of rep_ex you have commented out

}

#sectionend repeatedly_execute  // DO NOT EDIT OR REMOVE THIS LINE
//...
#1833
Surely you have ones on your computer that have these characters? Look in your C:\Windows(or Winnt)\Fonts folder.
They might not look so nice, but they should suffice for testing.
#1834
There are numerous sites out there with True Type fonts (TTF). I like http://www.abstractfonts.com/fonts/

Here is a Day of the Tentacle-style font: http://12.22.230.41/MicroTech/Hosted/Game/Dayofthetentacles.zip

Import it in AGS and, if you only want to use it for the translation, enter the new font's number at the top of the translation file.
#1835
      if (IsOverlayValid(Over)) {
  GetLocationName(mouse.x,mouse.y,Name);
  SetTextOverlay(Over,mouse.x-25,mouse.y-18,100,1,15,Name);}

Haven't checked the logic, only looked for braces. Without having the rest of the script, I can't say more than that.
Have you tried the "Match braces" function?
#1836
Most likely, yes. ;)
I'm not familiar with swedish letters and if they are supported by true type fonts in AGS, so that may become another problem. Just report back if you have any more problems.
#1837
Have you by any chance replaced the text in the translation source instead of writing the translation below in the empty line?
#1838
Quoteand now AGS refuses to hide the player character in the intro.

How do you hide the character?

QuoteBut since I already had a script for my mouse cursor text overlay in the repeatedly_execute area

If you have multiple code parts, even if they are unrelated, you have to put both in the same function, don't add the same function twice or something.

Quoteit said 'unexpected if'

This usually happens if you put code outside of any functions or forgot a closing brace or semicolon.
Try the "match braces" function of the script editor to see if there are any braces missing or placed incorrectly.

If it's not too much text, please post the relevant parts of your script here so we can see what may be wrong (please use the [ code ] tag).
#1839
Yeah, don't know what is up with that.
Unfortunately, only the fonts page is in the Google cache. The files themselves are hosted somewhere else, so that would have been a workaround.
I suggest sending the site owner a personal message and asking for the template links.
#1840
Critics' Lounge / Re: Some Smilies
Mon 10/01/2005 05:35:53
Nice!
We had a few discussions about new smilies in the past but could not come to an agreement.
I think these fit very nicely with the old ones so we should definitely use them.
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