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Messages - strazer

#2241
Could you be more specific please? How did you solve it?
#2242
Advanced Technical Forum / Re: New Bug
Thu 24/06/2004 22:26:57
What is in your global script at line 6?
#2243
function dialog_request(int paramater){

The braces are okay.

Quotei placed the global script right before the last closing brace in the code

dialog_script is a function in the global script, not the global script itself. The global script contains functions.

You have to put this function after the last closing brace. You can not put a function into another function (nesting).

Quotewill the second one make it so that the character must only have 1 of the item for the script to work, and if the play has more then 1 it will not be executed?

Exactly.
I always use it like that so it still works if the player picked up an item twice or more (coins etc.).
#2244
I searched for aviquick, the one I've found doesn't support sound.
If you don't need sound, why not make a fli/flc animation instead? You can use the Rad Video Tools to create one.
Otherwise, use TMPGEnc to compress your animation to MPEG-1 (VideoCD) format. It is present on all Windows versions by default, so people won't need to install additional codecs.

Edit:
FLI supports only one resolution: 320x200 with 256 colors
FLC supports any resolution up to 1024x768 with 256 colors.
#2245
I'm glad it's working now. Thanks a lot, people. :)

  int clifftop = 135;

declares a variable. But since the value is unlikely to change and this way it takes up memory (insignificant, but still), you can use

  #define clifftop 135

which will replace all instances of "clifftop" in the code with "135" once you compile the game. I don't know the exact term, but I would call it a constant.
#2246
These responses are taken from some other threads. I don't know exactly what numbers are relevant and I understand they can be different across AGS versions, but maybe it's worth checking out:

An exception 0xC0000094 occured in ACWIN.EXE at EIP = 0x0042182A ; program pointer is +6, ACI version 2.56.627, gtags (2,0):
CJ: "Hmm, it looks like a crash trying to display an empty line of text."

An exception 0xC0000005 occured in ACWIN.EXE at EIP = 0x0040D2DB ; program pointer is +6, ACI version 2.56.627, gtags (0,19):
CJ: "That's some sort of text rendering problem."

An exception 0xC00000FD occured in ACWIN.EXE at EIP = 0x004476CE ; program pointer is +157, ACI cersion 2.60.698, gtags (2,36):
CJ: "0xC00000FD is a stack overflow, so you've probably managed to set up a recursive call somehow."
#2247
Os, "player" is an alias for "character[EGO]".

As you said, you can't use if-statements in dialog scripts directly, so you have to use run-script:

// dialog script file
@S  // dialog startup entry point
run-script 77
return
@1  // option 1
VENDOR: "Hmm lemme see that, ok sure you can have a hotdog but you have to give me the poster"
stop
@2  // option 2
VENDOR: "Have a nice day."
stop

Global script

function dialog_request(int parameter) {

  if (parameter == 77) { // run-script 77 used
    if (player.inv[3]) // if player has (1 or more of) inventory item 3
      SetDialogOption(2, 1, 1); // option-on 1 in dialog 2
  }
  else
  if (parameter == 44) { // run-script 44 used
    // do other stuff
  }
  // and so on

}
#2248
General Discussion / Re: Star Wars DVD...
Mon 21/06/2004 21:26:06


Notice the body and clothes are the same. I don't think they would only replace the head?
But if it is really a fake, it's a damn good one.
#2249
First off, you may want to make your code more readable by indenting it properly and placing brackets more prominently:

  if (button == 16) {
    if(IsGUIOn(1) == 1) {
      GUIOff(1);
    }
    else {
      GUIOn(1);
    }
  }

Since you don't need the brackets if you only execute one command after the condition, you can compact that to:

  if (button == 16) {
    if(IsGUIOn(1)) GUIOff(1);
    else GUIOn(1);
  }

The way you have it now, it's easy to miss opening/closing brackets IMO.

But from a technical standpoint, I can see nothing wrong with it and you eliminated most common causes.
It would help if you posted the surrounding code, for example your whole interface_click function.
#2250
According to the manual, inventory item slots are 40x22 big by default. Your item graphics are probably bigger than that, that's why they're overlapping.

Try putting
  SetInvDimensions (40, 40);
in the game_start function. Adjust the size to what works best for you.
#2251
QuoteI find it very hard to think of an algorithm to set the sound

Try this:

#define clifftop 135
#define cliffbottom 230

Repeatedly_execute(_always)
  SetChannelVolume(1, (cliffbottom-player.y)/((cliffbottom-clifftop)/255));
#2252
Tanker, character names return the character number as does GetPlayerCharacter. I don't see what you think is wrong with the script.

Qwerty, could you indent your list so we can see the hierarchy?
And are you sure you're using the inventory item you specified in the conditional?
#2254
I agree about removing the menu button from the main gui.
How about this layout:
#2255
Gee, of course! I'm not thinking straight.

Just ignore me. :P
#2258
That's an interesting question, if I understand you correctly.
You'd like to move a character's "hotspot" from the bottom-center to center-center, right?
That's a good point and I'm surprised there's no function to change that.
#2259
Critics' Lounge / Re: Man in a cow siute!
Wed 16/06/2004 18:52:09
I agree, the old arms look better, funnier.
His real arms don't have to be in them, they could just be part of the costume.
#2260
Hi and Welcome to the forums!

It's not currently possible, I'm afraid:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=13042

Edit:
If you really need it, you can use the bracket graphic for another character and use that one in the message.
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