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Messages - strazer

#801
Not currently. There is a tracker entry, however: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=161
#803
Try putting "Wait(1);" after the GUIOff command.
But yeah, if you're using AGS v2.7, start using new-style scripting, the old commands will eventually become obsolete so it's best to familiarize yourself with the new commands.
#804
Ingenious! Perfect, simple solution for this particular problem.
#805
Good idea. You could also add:

  Who.SayAt(0, 0, 0, message); // say text but hidden (width 0), so voice speech plays

This way, the &1 etc. stuff still works and you don't need the WaitKey since SayAt is blocking already.

See http://www.adventuregamestudio.co.uk/yabb/index.php?topic=22433
#807
Hm, now the links refer to "file:///C|/Documents and Settings/Administrator..." etc.
I'm downloading OpenOffice.org 2.0 right now, I think its PDF export supports internal links.
#808
Links still don't work. They worked before you added your name to the end.
Instead of editing the html file in Word or whatever, just open the original, unmodified html in Notepad and add

<p>PDF version by Candle (http://www.candles-weblog.us/).</p>

to the page source at the end.
Sorry for bugging you but a PDF without working links is pretty useless.
#809
The links in the document don't work for me anymore...
And can't you leave the "Page x of x" stuff in there? Pretty important if you print it out.
#810
Nice, thanks.
May I suggest removing the file location ("file://C://documents%20and...etc.") on the bottom left of every page and adding "PDF version by Candle" to the last page?
What program do you use?
#811
Quote from: juncmodule on Sat 29/10/2005 15:43:28
It's only around 70 pages long, all of the watermarked versions I made were 419 pages long. Has the manual grown that much?

That's probably because printing/creating directly from the help file uses a new page for every single entry.
Printing a single, uninterrupted file like the one above should remedy that but I don't know of any free PDF-creating solution that at least preserves the links within the document or allows text search. Personally, I don't see the benefit of a PDF.
#812
Quote from: monkey_05_06 on Thu 27/10/2005 22:06:05Would this be it?

http://adventuregamestudio.co.uk/tracker.php?action=detail&id=59

Yes, I really should have included reverse scaling in the entry's title. Nice find.
#813
The last part which of course can be shortened to:

Code: ags

string buffer;
StrFormat(buffer, "Health: %d  / Max Health: %d / Magic: %d", health, maxhealth, magic);
Lstatus.SetText(YOU, 2, buffer);
#815
In AGS v2.7, you could also do

  if (player == cJoe)
#816
No. Change

  // global script
  function DefineMode(blah, string blah, ...) {
to
  function DefineMode(blah, const string blah, ...) {

and

  // script header
  import function DefineMode(blah, string blah, ...);
to
  import function DefineMode(blah, const string blah, ...);

etc.
#817
If you're using Beta versions, you have to keep up with the changes:

Quote from: Pumaman on Sun 05/06/2005 23:32:14
Backwards 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.

Try changing the second parameter in the definition and import of the DefineMode and DefineInvMode functions from "string ..." to "const string ...". You probably will have to do that for a bunch of functions.
#818
Walking on ceiling perhaps?

I've taken the code from an earlier reply of mine regarding that very problem:
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=20494
http://www.adventuregamestudio.co.uk/yabb/index.php?topic=20553 (the follow-up)
#819
Not natively, so you have to script it. Try this:

Make a view with vertically flipped frames of the player character's view and enter it in the walkable area's "Change player view while on this area", then

Code: ags

// room script

#define WALKAREA_ID 2 // number of the walkable area
#define WALKAREA_TOP_EDGE 202 // adjust these to the dimensions of your walkable area
#define WALKAREA_BOTTOM_EDGE 329
#define WALKAREA_SCALING_TOP 100
#define WALKAREA_SCALING_BOTTOM 50

function repeatedly_execute_always() {
  //...

  if (GetWalkableAreaAt(player.x - GetViewportX(), player.y - GetViewportY()) == WALKAREA_ID) {

    int scaling = WALKAREA_SCALING_BOTTOM + (((WALKAREA_BOTTOM_EDGE - player.y) * (WALKAREA_SCALING_TOP - WALKAREA_SCALING_BOTTOM)) / (WALKAREA_BOTTOM_EDGE - WALKAREA_TOP_EDGE));

    SetAreaScaling(WALKAREA_ID, scaling, scaling);

    int spriteslot = GetGameParameter(GP_FRAMEIMAGE, player.View, player.Loop, player.Frame);
    player.z = -((GetGameParameter(GP_SPRITEHEIGHT, spriteslot, 0, 0) * scaling) / 100);

  }
  else player.z = 0;

  //...
}


This code only works on the player character.
#820
Tracker'd: http://www.adventuregamestudio.co.uk/tracker.php?action=detail&id=544

I like RickJ's suggestion about reusing the export keyword.
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