If you're talking about normal animations, not walking animations, you can check the "Run next loop after this" checkbox in the view editor to create a long animation. Do you have problems with looping these? What version of AGS are you using?
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// room script
int somevar;
function on_mouse_click(MouseButton button) {
if ((Character.GetAtScreenXY(mouse.x, mouse.y) == cThecharacter) && (button == eMouseLeft) && (mouse.mode == eModeTalkTo /* or whatever you named the mode */)) { // if mouse is over the character and left button is clicked in talk mode
somevar = 2;
}
}
// the global on_mouse_click function will automatically be called afterwards
Quote from: SSH on Sun 11/12/2005 08:56:54Code: ags string x; StrCopy(x, "WHAT I WNT TO SAY"); old_function(x);
Quote from: AGS ManualBackwards compatibility
In order to maintain backwards compatibility, a new "const" keyword has been added. This applies only to old-style strings, and allows them to interoperate with the new ones. A new-style String can be passed to a function that expects a "const string" (which means that it will not be allowed to change the string's contents), but cannot be passed to a function that expects a "string" (since it could overwrite the string data and mess things up).
So, you may find that any custom functions you have that take a string parameter stop working. If this is the case, change the parameter from "string" to "const string" and that should fix it.
Apologies for the inconvenience, but this is the only way to allow new Strings to interoperate safely with old-style strings.
Quote from: BFAQ
Close AGS, and then delete any files named "agsfnt??.wfn" or "agsfnt??.ttf" files from your game's main folder. Then, restart AGS and load up your game. Voila! Back to the defaults.
A newer and much easier way is to click the "Revert to defaults" button in the Fonts pane of the AGS Editor. This will revert the font choices to 0, 1, and 2 (the original SCI fonts) and will DELETE all the other fonts. As fonts above #2 are deleted, make sure you did not refer to any fonts other than 0, 1, or 2 in your game, or you will need to fix pesky crashes in your game yourself.
Quote from: Wretched on Mon 13/03/2006 05:40:12
(...) especially nice would be if the script editor reopened scripts at the same place as they were last closed.
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