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Messages - strazer

#761
I love it! Good work.
#763
You're welcome. :)
#764
Transparent parts of GUIs don't let clicks through (already tracker'd), so yes, the GUI is probably interfering with the mouse click. Just uncheck the GUI's "Clickable" checkbox in the GUI editor.
#765
Quote from: BaRoN on Wed 23/11/2005 04:50:25
My mouse cursor clicks appear not to be registering beyond 320x, 200y in a scrolling room.  I've altered the original code thusly:

The default code should process mouse clicks in scrolling rooms just fine.
Try changing
  ProcessClick (mouse.x +GetViewportX (), mouse.y +GetViewportY (), GetCursorMode () );
back to
  ProcessClick (mouse.x, mouse.y, GetCursorMode () );

Quote from: BaRoN on Wed 23/11/2005 04:50:25
-The main character follows the cursor in Repeatedly Execute (room) -he follows fine everywhere with THE SAME CODE!!!!!

The Character.Walk function needs to have the GetViewportX stuff added since it expects room coordinates, not screen coordinates like the ProcessClick function. ProcessClick automatically adds the viewport offset to the mouse coordinates if the walk cursor was used.
#769
Yes, please don't delete your old files just yet. Try to upload them somewhere so we get to the bottom of this. Maybe it's even something in AGS that Chris can fix.
#770
You can also set "@GIx@" as the label's text, where x is the number of the GlobalInt.

Manual: Tutorial -> Setting up the game -> Global Messages
#771
The easiest way is to attach the footstep sounds to the frames of the walking view where the character's foot touches the ground.
Go to "Views", select the walking view of the character you want to give footstep sounds, then click "SND" beneath each frame where a foot touches the ground. Enter the number of the sound you want to play (e.g. "3" for sound3.mp3).
Now every time that frame is displayed on screen (i.e. the character walking), the chosen sound will be played.

If you need something more advanced like different footstep sounds for different surfaces and automatic volume scaling, take a look at my CharacterRegionSounds script module.
#772
Quote from: Revan on Thu 17/11/2005 11:28:00
whenever you go outside the bar it automaically changes the character to the one in 'character 1' slot

AGS doesn't automatically change the player character.

In your scripts, you probably have told it to use a specific character, like
  cEgo.Say("Hello");
instead of
  player.Say("Hello");
which always refers to the current player character.

So search all scripts for all those occurrences where a specific character is used as player character and change that to "player" instead.
#775
Implemented as of AGS v2.72 Beta 1.
#776
Yes, please post the code or interaction editor actions you have for looking at the control panel.
#777
Menu "Script" -> "Edit global script...".
Please also post some of the other lines before and after line 60 (exactly).
#778
Btw, the reason I have not moved this to the Tech Archive is that I think the fact that you can't use it in the built-in dialogs directly is a severe limitation. The run-script workaround is really uncomfortable.

But it has to do until set-speech-view-loop or script functions in dialog scripts get implemented.
#780
No problem. :)
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