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Messages - strazer

#2661
QuoteDisplayspeechat sounds intriguing - just put that in the scripting?

I don't see that option there, but I don't use the interaction editor that much.
So yes, you have to use scripting (set action to "Run script").
Check the manual for the different parameters you can use with DisplaySpeechAt.
#2662
Am I missing something? Why don't you use DisplaySpeechAt?
#2663
I use IconEdit32 and it allows several versions to be saved in one ico-file:

16x16/2 colors
32x32/2 colors
48x48/2 colors
16x16/16 colors
32x32/16 colors
48x48/16 colors
16x16/256 colors
32x32/256 colors
48x48/256 colors
#2664
QuoteI always use this method

This approach is too cumbersome for my tastes.

And putting the starting dialog in the script before RunDialog would require further checks as done by Eddie.

I think an "option-off 0" or something would be really helpful.
#2665
Would it be possible to let AGS check not only for music1.mid but also for music001.mid and so forth?
I'd like to name my files this way so the directory doesn't look like

music1.mid
music11.mid
music2.mid
sound1.ogg
sound11.ogg
sound2.ogg

Another suggestion: I suspect many beginners have the default Windows option "Hide file extensions for known file types" enabled.
When we tell them to name their files music1.mid, I imagine they rename it to music01.mid.mid actually and it won't play.
Could AGS compensate for that, i.e. check for .mid.mid etc. as well?

Thanks
Chris
#2666
Beginners' Technical Questions / Re:GlobalInt
Sun 07/03/2004 23:55:16
QuoteCan you also tell me how can I stop a non player character (is it NPC?) following me?

From the manual:
"FollowCharacter (CHARID, int chartofollow)
(...)
Pass CHARTOFOLLOW as -1 to stop the character following."

QuoteThe player character has been about 5 seconds in that new room until NPC enters there. How can I fix that.

Use the variable game.following_room_timer:
"How long to wait before following char emerges in new room, default 150. (higher is longer)."
#2667
Advanced Technical Forum / Re:AGS and Winamp
Sat 06/03/2004 16:36:44
QuoteAfaik, all at 50%. At least they are set so when windows has just been installed. But some of the programs tend to change even the master volume setting.

For the record: I had to reinstall Windows the other day and indeed, all sliders are set at 50%.
#2668
QuotePlease note, we're only voting on the overall design of the websites featured - details such as what the links are called, rewording of buttons, etc can be dealt with afterwards.

Seems to me a lot of people missed that part.

I agree the structure needs work ("community" is a great idea), but from a design standpoint, I like Darth's first effort best.
Plus of course the editor's bluecup theme as I stated in the other thread :) :


#2669
Put a on_mouse_click function in the room's script and write

if (button==RIGHT) ClaimEvent();

Read the help file on ClaimEvent to see what it does.
#2671
Quote* Added game.auto_use_walkto_points variable to allow you to stop the engine automatically moving the player to walk-to points.
* Custom inventory control now greys out like buttons do if "GUIs grey out when disabled" is set.
* Fixed Talk cursor flashing up briefly before dialog options turn back on during a conversation.
* Fixed GUIs sometimes not re-enabling themselves until the mouse moved over them.
* Fixed character view not always getting set back to normal view after talking but before dialog options are displayed.

Awesome, thank you so much! :)

Unfortunately I have to wait a week for my new graphics card to arrive before I can check it out...ARRGH!  :P
#2672
How about this thread in the Technical Archive?
#2673
Quotebtw, what color depth you were running it at?

32 bit.

I realize it's probably due to the immense oldness of said graphics card, but when reading this thread, it seemed to fit the problem description.
#2674
Hey, I recently removed my old graphics card, an ELSA GeForce 3 Ti200 and temporarily put in an ELSA Winner 1000 Trio (S3-chip).

If the game is set to full-screen, it goes black for a second, then there is a black window, filling the whole screen:


(modified to just show icon, game title and window controls)

The game is running since CTRL+Q works.
Win2k SP4, DirectX 9.0b.
Windowed mode works ok.
#2675
This works pretty good for me so far (english):



1: B/F/M/P/V/W/TH
2: I/E/C/D/G/H/J/K/LL/L/M/N/R/S/T/X/Z
3: A/I /THI
4: WH/O/Q/U

The AGS defaults are:

0: A/I
1: E
2: O
3: U
4: M/B/P
5: C/D/G/K/N/R/S/Th/Y/Z
6: L
7: F/V
8: W/Q

But I don't know what frames these correspond to.
#2676
Try changing

function unhandled_event(){

to

function unhandled_event (int what, int type) {
#2677
Quoten my global script, at the game start, I have
int Armour_Click;
Armour_Click=0;

The problem is that if you put this in the game_start function, the variable gets destroyed once the function finished running.
You have to put the declaration outside all functions at the top of the global script in order for all global functions to be able to access it:

int Armour_Click=0;

But this way, the variable still isn't available in room scripts. You could export it and then import it in the script header or the room script, but if you don't need the variable in any global function, it's easier to just put the declaration at the top of the room script.
It retains its value even when you change rooms.
#2678
Beginners' Technical Questions / Re:Music
Sun 15/02/2004 02:20:45
*bump  :)
#2679
It's case-sensitive, it should be GUIOn(4);
Similarly, it's GUIOff.

QuoteSetLabelText(4,3,"Will you take your lighter?");
If the GUI is 4 and the object is 3, then yes, nothing I can see wrong with it.
#2680
Look here

EDIT: Damn, too slow  :)
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