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Messages - strazer

#702
Cool, nice demo!

Got a crash though: Module "IconDialog RunScript", line 161: "'SetCharacterSpeedEx': Cannot change speed while walking":

You probably just have to switch these two lines:
Code: ags

  cEgo.Walk(5, 180);
  cEgo.SetWalkSpeed(3, 3); // line 161


Of course it doesn't matter really since it only affects the demo game, just thought I'd mention it.
#703
Right, I forgot you can set the ItemWidth and ItemHeight properties directly in the GUI editor.
Btw, the InvWindow control can be on any GUI anywhere.

Hm, but your dimensions look okay.
Are you sure that there really are inventory items in the character's inventory? If it's displaying the player's inventory, try checking "Player starts with this item" in the Inv item editor to make sure it's not a scripting problem.
#704
(Thread split from here.)

The inventory items won't display if the InvWindow GUI control is smaller than an inventory item slot (40x22 pixels by default).
Set YourInvWindowName.ItemWidth and -.ItemHeight in the game_start function to change the inventory item slot size or enlarge your InvWindow control.
#705
1.) Check out the "Use anti-glide mode" option in the General settings. If this is enabled, the character's position is only updated when the sprite changes (animates).
It's a bit tricky to set up as you will have to play around with the walking (and animation?) speeds in the Characters editor until it looks and feels correct, but maybe it's what you're looking for.

2.) You can script keyboard controls yourself or try out the KeyboardMovement script module, for example.
I'm sure it's not 100% Sierra like you're probably looking for but as I said it's possible to code yourself so not something likely to be integrated into AGS itself.
#706
Beginners' Technical Questions / Re: Blink?
Fri 23/12/2005 22:19:45
It's important to note that this refers to the Sierra-style talking portraits, not the character sprites themselves.
If you're interested in having your character sprites blink, take a look at this.
#707
You can run games made with AGS v2.5 or later with the newest (Windows) version of AGS (HOWTO).

Games compiled with earlier versions of AGS need the Windows engine (acwin.exe) of the AGS version they were compiled with (or at least a version prior to AGS v2.5? Not sure about this one). A list of older AGS versions is here.
#708
I've never used the templates so I don't know but it's worth a try.

You're welcome and good luck with your game. :)
#709
I think http://usuarios.lycos.es/golfapagina/templates/ is Proskrito's official site and the file there doesn't contain the doc either so I guess there is none.
Isn't it used the same way as the MI2 template anyway?
#710
The second error means that the function header in the global script, e.g.
  function GoToCharacterEx(int a, int b, int c) {
does not match the import statement in the script header, e.g.
  import function GoToCharacterEx(); // causes error because parameters are missing
instead of
  import function GoToCharacterEx(int a, int b, int c); // correct

The templates have been written with older versions of AGS and they are not updated regularly so such errors are to be expected.
#711
It is a quote by CJ, containing a quote by Radiant.

In my experience some random useless number is returned and you shouldn't make any assumptions about what it will be.
#712
Quote from: Pumaman on Sun 01/08/2004 05:18:21
Quote from: Radiant on Fri 23/07/2004 14:45:12a function like ObjectOn() can be used as a rvalue; it is unclear what, if anything, it returns

Originally I wanted the script compiler to be very simple, and as such all functions always returned an int. I wish I hadn't done it that way now, because it can lead to problems if you try and use the return value by accident.
The return value is indeed undefined in these cases, so I really wouldn't recommend trying to do anything with it.
#713
Steve, please make sure that the first post always contains a link to the latest version. Thank you.
#714
Version 0.83 now up:

- Code rewrite and thus now requiring AGS v2.71!
- Added SAY control command for entering speech directly into command string
- RunScript add-on module now uses String parameters instead of Ints, so you
   may have to update your custom code and paste it into v0.83 of the RunScript
   module. Sorry for the inconvenience.
- Fixed characters occasionally getting stuck when changing rooms

See download link in first post.

(For AGS v2.70, here is v0.82a that includes the bugfix above. This is the last version for AGS v2.70. All future versions including v0.83 will require at least AGS v2.71!)
#715
If you really need a line break in there, try

32    if (RoomRef==32 || /* Babe magazine */
33        RoomRef==44)   //Love letter

Otherwise I'd suggest something like

32    if (RoomRef==32 /* Babe magazine */ || RoomRef==44 /* Love letter */)
33    {
#716
Quote from: ags_newbie on Thu 15/12/2005 23:59:31I do a bit of experimenting and find out that I need another factor.

Can you please explain in more detail what you want to do?

And please, if you're not sure where to post, please post in the Beginners Forum first.
If your question cannot be answered there, it will be moved to the Technical Forum. The main Technical Forum is reserved for advanced questions and bug reports.
Thank you.
#717
juncSource Collection: www.juncmodule.com -> Downloads
#718
  string enemyattackpoints;

;)
#719
Quote from: Kinoko on Sun 11/12/2005 09:50:01Oh, I didn't even know there was a module.

Are you sure?  :P

I'm in the process of updating/rewriting the module for AGS v2.71 and there's still one bug I have to figure out.
If you have to upgrade to v2.71 now, you better work around using SSH's suggestion for now.

Edit: Module updated.
#720
Cool! :)
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