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Messages - strazer

#341
This has been suggested before, be sure to add your support.
#342
As I said, please post the actual code. Otherwise we can only speculate what might be happening.
#343
You mean
  ViewFrame *frame = Game.GetViewFrame(x,x)
? This function takes three parameters, btw.

Anyway, please answer CJ's question:
Quote from: Pumaman on Mon 10/07/2006 20:53:20
Which version are you using? I think it was 2.72 beta 5 or thereabouts that functionality was added to preserve changed view frames in the save games
#344
2.) Since you coded your GetLocationName function to use mouse coordinates, by the time your character reaches the walk-to point and the function is executed, you probably have moved the mouse somewhere else, hence no name is returned.
If you click when the character is already there, the function is executed immediately, with no chance for you to move the mouse away, hence the name is returned.
The same happens for mouse mode 1, doesn't it?

Anyway, one way to fix it would be by getting the name in the on_mouse_click function, storing it in a global String variable and use that in the unhandled_event function.
#345
Can you show us the code? For example, where have you placed the bracket?

struct BlaBla { // shows members

struct Blabla
{ // doesn't show members
#346
Quote from: SteveMcCrea on Fri 11/08/2006 21:29:15Surely this deserves a tracker entry.

Maybe it's something easily fixed for the next beta. Let's see what CJ has to say first.
#348
  cFlip.Say("Hi %s. I'm fine, thank you.", player.Name);
#349
Hehe, no worries. :)
I vaguely remembered having answered this before, I was surprised to see it was you.
#350
Yes. Remember, the hotspot must be called "Transporter", not "hTransporter". The h is prepended automatically by AGS.
#351
It certainly wouldn't hurt to post a screenshot.
#352
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=23789

Alzheimer's? ;)

Quote from: strazer on Sat 03/12/2005 05:25:35Probably just a bracket misplaced, missing or too many.
Try the "Match braces" function of the editor or, if all else fails, upload your game or scripts for us to take a look.
#353
Hi and Welcome to the forums!

Quote from: omerzigdon on Tue 08/08/2006 10:43:171. (...) when the player stands on a hotspot and say something he just saying it without stoping (...)

Sounds to me like you've put your code in the "While player stands on hotspot" event of a hotspot. This event is triggered repeatedly as long as the character stands on that hotspot. If the code you put in there is blocking (a Say command, for example), you have no chance to leave the hotspot and the player gets stuck.

Try using a region instead, and put your code in the "Player walks onto region" event of the region. This event is only triggered once, when the player character first steps onto the region.

Quote from: omerzigdon on Tue 08/08/2006 10:43:172. I've downloaded two plugins:
(...) Character Control

As KrisMUC said, look at the provided documentation and check out the module's demo game to see how things are done.
However, you may want to postpone playing with this until you're more comfortable with AGS. I don't think the CharacterControl module is suitable for beginners.
#354
Try pressing the Alt+Tab keys to switch to the second window. If it's still hidden, press Enter or Alt+F4 after having activated it.
#355
Quote from: SupSuper on Wed 02/08/2006 17:27:11Oh, and I couldn't change the version in the module info because I screwed up and ended up locking myself out of it.

You could just create a new module and copy the whole code in there.
#356
You're welcome!
Next time, you can try sending the game's author a personal message first and inform him/her of the broken link. You can use the forum's search function to find a game's thread with the author's profile link.
#357
Quote from: Alynn on Thu 03/08/2006 17:01:20No compile with 2.72 SSH GetGameParameter no longer exists

Until SSH improves his module to handle v2.72, I think you can simply uncheck "Enforce object-oriented scripting".
#360
I think it would be better to add the name of its GUI to the GUI control name, as suggested in our script module guidelines (i.e. btnYes -> CONFIRM_btnYes).
btnYes and btnNo are very generic names that could otherwise easily conflict with names of GUI controls already in use by the user.
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