Quote from: LimpingFish on Sun 19/02/2017 02:49:41
Hello!
I have the System Shock Collection up for grabs. First to post gets it!
I'll take it, good sir!
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Show posts MenuQuote from: LimpingFish on Sun 19/02/2017 02:49:41
Hello!
I have the System Shock Collection up for grabs. First to post gets it!
Quote from: Snarky on Wed 18/11/2015 21:55:41
It's almost certainly the cursor "hotspot" (I forget what it's called). Instead of being at the center of the crosshairs as you expect, it's in the top left corner. You can set it where you define the cursors.
Quote from: phillipPbor on Wed 18/11/2015 19:51:10
imagine it was an AGS game but RPGmaker game in a same time?
to you think it will be a best idea? how did you do it when you face an enemy?
Quote from: Khris on Thu 23/07/2015 01:05:49
Just add another else if block and check for GateRegionWalk being equal to 2.
Inside, call player.StopMoving().
You only need two variables if you're dealing with two independent game states.
function hGate_AnyClick()
{
// WALK TO
if (GateRegionWalk == 3){
player.StopMoving();
player.Say("Blablabla.");
}
else if(UsedAction(eMA_WalkTo)){
player.Walk(350, 190, eNoBlock, eWalkableAreas);
}
else Unhandled();
}
function region2_WalksOnto()
{
if (GateRegionWalk == 3){
player.Say("Blablabla.");
player.Walk(130, 265, eBlock, eWalkableAreas);
}
}
function region1_WalksOnto()
{
if (GateRegionWalk == 0){
Blablabla
GateRegionWalk = 1;
}
else if (GateRegionWalk == 1){
cPlayer.ChangeRoom(1, 100, 200);
GateRegionWalk = 2;
}
function region1_WalksOnto(){
player.Say("Blablabla.");
player.ChangeRoom(1, 100, 200);
}
function room_AfterFadeIn()
{
if(player.PreviousRoom == 2)
{
player.Say("Please help me find a solution to this problem!");
}
Quote from: Crimson Wizard on Tue 21/07/2015 10:32:22
Alright, I found what was wrong with tobulos1's project.
Thing is that AGS does define "character", "inventory" etc arrays only if there are characters and inventory items, because it cannot declare array of 0 size.
To fix the problem, create at least 1 inventory item.
I will think how we may improve this to prevent such cases in the future.
Quote from: abstauber on Thu 16/07/2015 20:35:19
Hmm... I just did the same and it compiled fine. I started up AGS 3.3.2 and used the older template included to create a demo game.
Then I pasted your two script files over and it still works. So assume, something else must be wrong - the script files are fine as it looks.
If it's not too much to ask, maybe you could upload your complete project somewhere and provide me a download link via PM.
Quote from: Crimson Wizard on Wed 15/07/2015 10:00:01
This is very strange. "inventory" is a built-in global variable, it must be there, unless its a bug in AGS.
Can you tell, what would happen if you try using this variable somewhere in your script?
Maybe trying "Rebuild All files" may help?
Quote from: abstauber on Wed 15/07/2015 10:43:16
@tobulus1: your version is alright, I just wondered why the inventory array causes trouble. The so called undefined symbol is an internal AGS variable which us just being used by the template. If you upload the sources of your project and pm me the link, I could take a deeper look into it.
if (player.ActiveInventory==inventory[key]) {
text, text...
else if (UsedAction(eGA_UseInv) && key>=0) {
if (any_click_move (x, y, dir)) {
if (player.ActiveInventory==inventory[key]) {
if (get_door_state(door_id)==1) {
if (!String.IsNullOrEmpty(get_door_strings("closefirst"))) player.Say(get_door_strings("closefirst"));
}
else if (get_door_state(door_id)==2) {
if (unlockDoorSound != null) chan = unlockDoorSound.Play();
if (!String.IsNullOrEmpty(get_door_strings("unlock"))) player.Say(get_door_strings("unlock"));
set_door_state(door_id, closevalue);
}
else if (get_door_state(door_id)==0) {
object[obj].Visible=false;
set_door_state(door_id, 2);
if (!String.IsNullOrEmpty(get_door_strings("relock"))) player.Say(get_door_strings("relock"));
}
}
else if (!String.IsNullOrEmpty(get_door_strings("wrongitem"))) player.Say(get_door_strings("wrongitem"));
}
}
else result=0;
return result;
// 0 = unhandled
// 1 = handled
// 2 = NewRoom
}
Quote from: abstauber on Tue 14/07/2015 22:27:00
Hey, nice to see that there are still some 9 verb projects in the makeing
Could you please tell me the version of AGS you are currently using? Did you update AGS as well as the script?
At least in AGS 3.3.3 and AGS 3.4.0.5 the inventory array is still there, so I need some more info.
guiscript.asc(1385): Error (line 1385): undefined symbol 'inventory'
Quote from: Mathias on Fri 01/05/2015 14:04:30
Should be enough to do what you want to do with your script:
function cNPC_AnyClick()
{
// TALK TO
if (UsedAction(eGA_TalkTo)) {
dNPC.Run();
}
I think the template you're using are set up so that if you use talk to the character will automatically move to the npc before running the dialoge script. What happens might be that the guiscript are first walking the character to the position close to the character you're talking to, and then running your scrip to move the character to a fixed position. You might have to look through the guiscript and adjusting the values connected to the talk to action there.
else if (GSagsusedmode==eModeTalkto && IsInteractionAvailable(x, y, GSagsusedmode) && GSloctype==eLocationCharacter) {
ActionLine.TextColor=ActionLabelColorHighlighted;
if (GoToCharacter(character[GSlocid], eDir_None, NPC_facing_player, 1)) character[GSlocid].RunInteraction(GSagsusedmode);
SetAction(eMA_Default);
function cNPC_AnyClick()
{
cPlayableCharacter.Walk(116, 262, eBlock, eWalkableAreas);
Game.TextReadingSpeed = 9;
// TALK TO
if (UsedAction(eGA_TalkTo)) {
cPlayableCharacter.Walk(116, 262, eBlock, eWalkableAreas);
cPlayableCharacter.FaceDirection(eDir_Left);
dNPC.Start();
}
else Unhandled();
}
Quote from: slasher on Fri 10/04/2015 15:54:16
if you made 2 flowers as objects, 1 visible and one invisible, then when you look at the visible flower you would make it invisible and the invisible flower visible. both flowers would have their own description.
make invisible flowers clickable=false until visible.
food for thought.
afaik: GUI's are drawn above everything else.
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