Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - strazer

#321
  cEgo.Walk(372,164);
You haven't used the blocking option, meaning the script doesn't wait for the walking to finish before executing the next script command. Change it to:
  cEgo.Walk(372,164, eBlock);

Next up:

  RunDialog(13);
  player.ChangeRoom(19, 158, 175);
RunDialog and Character.ChangeRoom are both delayed-response functions, meaning they execute when the current script finishes. You can't use these two like that, since both try to execute when the script finishes. They somehow conflict with each other and so the character probably just jumps to the ChangeRoom coordinates, but doesn't actually change the room.

As I've tried to tell you in my first post, put everything you want to happen after the dialog, i.e.
  player.ChangeRoom(19, 158, 175);
in a second "Run script" action for the same event. This way the dialog runs, and after it has finished, the second "Run script" with the ChangeRoom command is executed.
#322
Nice idea!

How is the response displayed? player.Say speech text? Is there an option to use a simple Display text box?
#323
Advanced Technical Forum / Re: Midi troubles
Mon 21/08/2006 09:24:54
If that's indeed the problem, try playing modgeulator's reset4.mid from this thread after the special midi.
#324
I agree. Ogg Vorbis files are decoded by AGS itself, there's no need to install additional codecs.
#325
No need to bump your thread just yet. It's still on the front page!
I think CJ is still at Mittens, if you're looking for a reply from him.

It would help diagnosing your problem if you posted the rest of your script. Or you could upload the game somewhere for us to take a look.

In the meantime, maybe you could clarify a few things:

Do you really want to run a dialog with RunDialog? You only need that if you want the player to choose a dialog option from a list. If you just want the characters talk to each other without player interaction, use the Character.Say command.

Do you have LucasArts or Sierra-style speech enabled? What's the character's talking view set to? Remember, Sierra-style speech is used to display a close-up portrait of the character in the screen corner. Check this thread to see what I mean.

When the character jumps, does the screen scroll with it? Post a few screenshots to demonstrate the problem.

And please, post the exact script you're trying to use. Maybe there's something you've overlooked after all.
#326
Also, the GetTextWidth function doesn't recognize the [ line break character, so
12345
and
12345[123
don't return the same width.
#327
No worries. This way we get an updated opinion from Chris.
I'm also pointing it out partly so that other moderators don't create a duplicate entry.

P.S.: No need to quote the whole post directly above yours. I've noticed you tend to do that a lot. :)
#329
I think you can change the font numbers at the top of the translation source file.
So you would have to import all fonts for all languages into your game, then specify in the translation file which font to use.
#331
If I understand you correctly, for this to work you assume all view frames to be aligned left or right?
But for characters, the default alignment is their center. For special animations, that's less of a problem because you can use Character.LockViewAligned instead of Character.LockView, but for the frames of the walking view this wouldn't work since they are centered by default, right?
#332
That looks interesting! Looking forward to it.

Btw, it's
  The milk has gone past its sell-by date.
     it's = it is
     its = his/her/its
It's a common mistake, but I hate reading it, so I just had to point it out. :)
#333
Quote from: Alynn on Wed 16/08/2006 12:52:32
best way to do this is to crop, IIRC it crops to the smallest size the largest sprite can fit into. You can do them one at a time or as a group, however the group has to be the same size before cropping. But that can usually be done in a paint program and a reimport.

However, this only works if the actual images are symmetrical, right? Because if a character only waves one arm, for example, its center would shift when cropped?

Just asking, I haven't done this before.
#334
Quote from: Akatosh on Wed 16/08/2006 12:00:33// goes on, but not important here

It may not be that unimportant. RunDialog is a delayed-response function, meaning it gets executed when the current script ends, not immediately. So the stuff you have put after it is actually being executed before the dialog starts.
So please post the complete script.

You can put the stuff you want to happen after the dialog into a separate, second "Run script" action for the same interaction event, i.e.
  Use inventory on character
    --> Run script // RunDialog is last command
    --> Run script // Put everything happening after the dialog in here
Remember, you have to put the if-clause in there too since they're separate scripts.

Quote from: Akatosh on Wed 16/08/2006 12:00:33In another interesting fact, one other dialog at exactly the same position works just fine. It's triggered by the 'talk' cursor, anyway, not 'use inventory'.

In what events have you put the scripts? Use inventory on character? Use inventory on hotspot (since you mention walk-to points)? Talk to character? Talk to hotspot?
#335
Quote from: baldo on Tue 15/08/2006 15:17:45i installed tahoma and it works fine within notepad, but it seems, that some fonts are installed, but don't diplay well

Do you mean they don't even work in Notepad?

For the record: What Linux distro do you use? How do you install the fonts?

I'll check my Linux box when I get back home tomorrow to investigate.
#336
I haven't played it, so I can't say if it contains the scenes you describe, but with bird-eye view and gore, DreamWeb comes to mind.
#337
The AGS Editor uses Tahoma, Microsoft Sans Serif and Courier New. The latter one is used in the script editor, I believe.
#339
http://americangirlscouts.org/agswiki/index.php/AGS_Version_history

As you can see in its thread, v2.72 of the Linux engine should come soon:

Quote from: EvilTypeGuy on Sun 09/07/2006 09:58:48
I'm in Australia for a while, so I don't have access to my build system. Until I return to the USA, or I get access to my build machine again, the AGS Linux runtime won't be updated. I'm tentatively scheduled to return to the USA in mid August.
#340
Quote from: GarageGothic on Sun 13/08/2006 16:23:45
Code: ags
String labeltext = String.Format("%d", GetGlobalInt(7));
lblPoints.Text = labeltext;


Or just
  lblPoints.Text = String.Format("%d", GetGlobalInt(7));

;)
SMF spam blocked by CleanTalk