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Messages - subspark

#981
Quote: Try removing a semicolon from the script header and see what happens when you Save Game. (v255)

Oh I'll say. Gave me hell.
#982
it is there! 3.jpg

I need a big sprite to cover up the light affected areas.

It's not interactive. i have another smaller door sprite that you can click open on and all that. the big sprite is simply to cover the light :)
#983
 (tripod wont link my images properly those bast@rds. so you have to copy the url and paste it into your browser... :-[


Here is the walk behind area:
http://blue-rush.tripod.com/1.jpg


Here is how the object is being effected in-game:
http://blue-rush.tripod.com/2.jpg   Note: My ego's colors stuff up in this room! I think my bg's got too many colors. ??!


Here's how it should look in-game:
http://blue-rush.tripod.com/3.jpg

Here is the open door which really is the revealed background image:
http://blue-rush.tripod.com/4.jpg
#984
oops again i forgot the (int, string);

;D
#985
Quote from: SSH on Tue 02/09/2003 12:01:08

To be frank, subspark, a lot of these questions would be better in the Beginners forum, rather than Technical...

ooh im sorry fellas. I guess i really am inexperienced. I must admit I am on a role. i learnt what I did in 5 days. I have used AGS on and off b4 tho.

Thanx for your support. I'll post in more appropriate forum sections in the future.

:)
#987
tried that ages ago

gives an error too
#988
no heheh its all set. I would have ran into it  earlier otherwise. Of course you didn't know that.

Nah its some weird thing.

Lemme check it out some more but please if u gotz tha answer then do let me know.

Even if you try the whole thing yerself...

cheers anyhow mate!
#989
what u mean """?;)

nah thats not the problem its supposed to be like that.

the function properties display it as "left" and you call FaceDirection left without quotation marks. The whole point is to make this all easier.

i tried adding quotation marks in suspicious places removing them what exactly do you mean Quotes?
#990
I am making a door where...ahhrgh okay youve probably all heard of my door by now but I need it so that when the door is closed you can't walk past it. The walk paths go past the door and outside where you can't see ego but the only way ego can walk in that walk path (color green i think) is when you click on the door when it's open and the script tells ego to walk outside then the room changes.

In an ideal world this would work except when the door is closed ego can still walk outside in the "leaving room" region of the walk path.

I was pondering and thought of an old trick LucasArts used with SCUMM. They turned off walk regions depending on what goes on in a room. Like most of the lucasarts adventure games, most of the doors that you can open, when clicked on the ego walks outside of it instead of the classic straight room change kind of like myst when you click a door except with a little character in the doorway that does nothing.

Its rather frustrating but alot of AGS games haven't gone to these lengths to make the environment look big by simple techniques such as having the ego walk outside a door when clicked on. Makes you feel you actually did click "walk to door" or "walk to outside"

I'd rather not use collision detection  :o

Could this be a possible implementation in the near future? Sounds feasable, U?
#991
Ive implemented the following code into my Global Script:

function FaceDirection(int charid, string direction) {
 // script for ego to face a direction
if (StrComp(direction,"down")) {
FaceLocation(charid,character[charid].x,character[charid].y+10);
}
if (StrComp(direction,"front")) {
FaceLocation(charid,character[charid].x,character[charid].y-10);
}
if (StrComp(direction,"left")) {
FaceLocation(charid,character[charid].x+10,character[charid].y);
}
if (StrComp(direction,"right")) {
FaceLocation(charid,character[charid].x-10,character[charid].y);
}
}

but when i call FaceDirection (EGO, left);

i get a compile error such as undefined symbol "left"

any ideas?
#992
I am making a room where if ego opens the door, light hits the room in certain areas around the door. I have used a closed door sprite and made it an object so that when the character clicks open on the object, the object is hidden and the background is revealed eg the door in its opened state with the light hitting the floor.

My problem is when you set walk behind areas. They effect my door closed object and some of the light from the door's opened state is showing. Is this a bug with AGS 2.56a? Does the walk behind areas normally effect objects?

I can't load any screenshots coz my website is on my comp oversees.  :'(

Does anyone have the slightest idea whats going on here?
#993
Never mind, I had myself in a tangle.

I thought about it some more and realised the open and closed flags are unessicary and there is a walk to interaction.

sorry for the used forum space  ;)

cheers guys n girlz!

Edit: 1:30 AM
Still,  if the AND property of a function or what not could be implemented that would be great! -Sparx yawns and falls asleep infront of the puta. zzzz
#994
no it's okay. I realised the word "while" does the same thing as "and".
My main problem now is that my code is spawning an unreasonable command loop. In my game when I choose to open the already opened door, ego decides to mutter the words "It's already open" for he's entire lifetime therefore im stuck in the game resulting in the 3 fingered solute.

Is there anything wrong with my code?

 // script for hotspot4: Any click on hotspot
if (UsedMode("walk to")) while (GetGlobalInt(7)==1) {
Wait(1);
}

if (UsedMode("walk to")) while (GetGlobalInt(7)==0)  {
   NewRoomEx(6, 150, 80);
}

if (UsedMode("open")) while (GetGlobalInt(7)==0) {
   DisplaySpeech (EGO , "It's already open!");
   SetModeEx("walk to",9); // same as SetMode("walk to");
}


Im sure u guys can spot the prob alot faster than I can...
#995
I am trying to do a room where if you click open door on a door that is open then ego says "It's already open!" for example.
Vice versa with close.

Im not sure but I figure there are ways to do this without an "and" implementation into statements but why not, it'll allow more flexability.

Note: I have set as you would a flag for the door so that when it is closed you cant walk to another room or through it for that matter. Therefore when it's open, you can click on the graphic (revealed background) and walk to the corresponding room.

My example code:

 // script for hotspot4: Any click on hotspot
if (UsedMode("walk to")) & (GetGlobalInt(7)==1) {
Wait(1);
}

if (UsedMode("walk to")) & (GetGlobalInt(7)==0) {
   NewRoomEx(6, 150, 80);
}

if (UsedMode("open")) & (GetGlobalInt(7)==0) { // Using the LucasArts GUI Template, if I click on the door with the open command selected AND if the door flag has been set to 0 then I wont walk through it as normal instead ego will say he's already opened it, as below!
   DisplaySpeech (EGO , "It's already open!");
}
#996
just maybe one more quessy tho.

You did mention Setting Global Integer "GI" to value "VAL"
where infact the code in my interactions script only accepts numbers for example:

if (GetGlobalInt(8)==1) {
DisplaySpeech (0,"Excuse me...");
DisplaySpeech (2,"Anything more?");
RunDialog (5); //Starts the programmed dialog number 5. (topic 0 in the 'dialogs' tab)
}
else {
DisplaySpeech (0,"Excuse me...");
DisplaySpeech (2,"Yes?");
RunDialog (1); //Starts the programmed dialog number 1. (topic 0 in the 'dialogs' tab)
}


I wrote the number eight in there but can you actually have word values here too?

just to be more organized?!
#997
I really do appreciate your help TK. I think your fantastic and I have now fully solved my problem. Thanks to you.

Cheers,
Sparky.
#998
I want to set a flag while the player chooses a dialog option.
I need to do this through the dialog script.

Heres my code:

Character: Wizard: Interactions: Talk to: Run Script:


 // script for character1: Talk to character
MoveCharacter (EGO, 170, 130);
while (character[EGO].walking) Wait (1); //Waits until the character has arrived to the location
FaceCharacter(EGO,WIZ);

//When I want to put anything before the dialog choices, I usually put them right here.

if (GetGlobalInt(8)==1) {
 // code here

DisplaySpeech (0,"Excuse me...");
DisplaySpeech (2,"Anything more?");
RunDialog (5); //Starts the programmed dialog number 0. (topic 0 in the 'dialogs' tab)
}
else {
DisplaySpeech (0,"Excuse me...");
DisplaySpeech (2,"Yes?");
RunDialog (1); //Starts the programmed dialog number 0. (topic 0 in the 'dialogs' tab)
}


My dialog script won't except SetGlobalInt
How can i achieve setting some kind of flag in the dialog script that i can call/get in a character's interaction's talk to script?
#999
yeah you answered b4 i modified my reply dude!
#1000
but if you don't get to the stage where it triggers the change,
I want it so that you still have those options.

I don't want it to change if you havent finished talking.

I could just assume that the player will click every option but that would be unreasonable.

I think your missunderstanding me:

I mean to say that I wish for the player to get to a certain point in the conversation going through 4 topic changes and topic number 4 triggers the next time you talk to the wizard he says something different before the dialog options come on for example:

Without triggered action.

Talk to wizard:

Ego: Excuse me?
Wiz: Yes?

-dialog options come on-

Ego chooses top sialog option: are you the wizard?
Wiz replies: yes, who are you?

-topic change-

New dialog options appear relative to the wizard's question:

Ego choose top option again: Im ferdinand. Howd you guess?

-topic 3 changes to topic 4- (the topic that will be called the next time they talk)
Sets the "WizardTalked" variable to 1 so that it is possible
New dialog options appear

Ego chooses topic 4's top option: How did you do that again?
Wiz: I know many things. Goodbye

Dialog closes/ends.


VALUE IS SET TO 1

Ego Talks to Wizard.

Ego: Excuse me?
Wiz: Something else?

Topic 4 is loaded:

Ego chooses top option again: How did you do that again?
Wiz: I know many things. Goodbye



Along those lines. Are you following. Thats why I thought the dialog runscript would be beneficial...

Any ideas?

I just need to know how to set a variabl's value to 1 from the dialog script. If anyone has a better way of doing the above then please reply.
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