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Messages - strazer

#821
Quote from: RickJ on Wed 26/10/2005 19:08:52
So are there RAR decompressors for MAC and Linux?  Does 7-zip run on Linux or Mac and isn't it open source?

For Linux, there are unrar and p7zip.
#822
Exactly. Sorry for any misunderstandings.
#823
cEgo.Walk(150, 108, eBlock);
#824
Since it seems to be of so little use, I'm removing this from the archive.
#826
Or just use the "set-speech-view" dialog script command.
#827
It sounds like it is not quite finished:

Quote from: modgeulator on Thu 19/08/2004 07:42:07It's still being worked on occasionally. That said, I don't think it's ever going to have any sort of appeal to anyone other than myself, so I'm wasn't planning on releasing anything else publicly. If anyone wants to use DirectMusic for their game they can feel free to message or email me and I'll give them what I have and any other assistance I can provide.
#828
There's also the DirectMusic plugin:

Quote from: modgeulator on Wed 28/04/2004 09:12:50
It's intended for playback of DirectMusic Producer soundtracks. You can create scripted interactive music in DMP and use this plug-in to load your project and call routines from within AGS.
If you've ever paid attention to the music in LucasArts games, from Monkey Island 2 onwards, you should have noticed how the music is constantly changing depending on what you do in the game. Think of the music in Woodtick, or at the swamp/voodoo lady. If you can learn DirectMusic Producer, you can now have music like that in an AGS game.
#829
"Run Script" actions are always executed last.
Just put the interaction editor action in the script as well. Check the manual for the function you need (Display/DisplayMessage/Character.Say or some such).
#830
Try this (AGS v2.7 required):

Set the slider control to min 0 and max 255. Name it "YourSliderControl" for this example.

Code: ags

// global script

function PlayAudienceSound() {
  int channel = PlaySound(eSndAudience); // play the sound and store used channel
  if (channel != -1) SetChannelVolume(channel, YourSliderControl.Value); // if playing successful, set used channel's new volume
}


Code: ags

// script header

enum MySoundFiles {
  eSndAudience = 11 // adjust this to the proper sound number
  //...more sounds
};

import function PlayAudienceSound();


Now everytime you call the PlayAudienceSound function, the sound is played on a free channel and the channel's volume adjusted to the current value of the slider.
When the sound has finished playing or another sound is being played (not sure), the channel's volume should be restored to normal. Let me know if it works.
#831
You're welcome.
Try out the forum search function next time.
#832
Quote from: spud on Sat 10/07/2004 20:44:15
I had this happen just now by accident when i imported a 16 bit background in i had forgot to change the colour depth to 16 bit so it was on the default 256 colours.
I got a message saying that the image was 16 bit and my game was 256 colours and that the room would be unusable. I tested it and and i got the blue screen. i then went back and changed the colour depth to 16bit and it was fine.
#833
AGS v2.62:
  StrCopy(character[GEORGE].name, "New name");
AGS v2.70:
  StrCopy(cGeorge.name, "New name");
AGS v2.71 (coming soon):
  cGeorge.Name = "New name";
#834
Yes,
  x -= y
is shorthand for
  x = x - y
so it won't do any good in a conditional expression.
#838
(AGS v2.7 code follows.)

1.) If you're using the built-in cursor animation routines, try setting the objects non-clickable ("oObjectname.Clickable = false;" in "First time player enters room" interaction). (See also this tracker entry.)

Otherwise, post your code that changes the mouse cursor's appearance so we can adjust it.

2.) Simply supply the character's current x-coordinate:
  cCharactername.Walk(cCharactername.x, NEW_Y);

3.) If it's one particular idle animation you want to change, you can try adjusting each frame's SPD (=delay) setting in the view editor.
I think the default idle animation speed is 5 (game loops delay per frame) and since you can enter negative numbers as well, setting all frames to "-2" for example should make the animation play faster.
#839
You can't do that. Modules are loaded before the global script so in modules, you can only import stuff from preceding modules.

What you could do is define and export the variable in the module, then import it in the global script header.
Did you know that you can use rep_ex, on_mouse_click etc. in modules as well?
#840
Glad I could help. :)
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