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Messages - vaultdweller

#1
Nice backgrounds. Characters are not bad either.
#2
Yippie ki-yay!

Downloading...
#3
Finally! I thought this was gone for good. Glad I was wrong :)
#4
hmmm.... looks interesting. count me in.
#5
Works perfectly! Thx! Both o´ u.
#6
Im using ags 2.71, I cant seem to find the global variables. Is this for the new ags? Thx :f)
#7
Im quite new here and I searched the forums for an answer, didnt find one, that would fit so I ask now:

I want to have a GUI, where a player will select a picture for his character (no problem there) and a name for his character (help!!!).

I have a textbox, where the player will enter a name for his character, that will later be displayed in a label on another GUI. What is the script that I have to USE??? (ie: player enters a name into the textbox, presses another button or enter key on the keyboard and that will start the script that will display the name on the label).

TY
#8
Thank you. Your first suggestion solved it. But I will also try the second one only to get better in scripting. THX!
#9
I have a second inventory added to dummy character. There are some items in it, but when I click on any item, it gives me this message: Error: SetActiveInventory: character doesn´t have any of that inventory. I understand I should probably chcek the "handle inventory clicks in script" but i dunno what to do after i check it. I simply want a script to run after i click on the inventory items in the second inventory.

TY
#10
These are all basic things you can find in the AGS documentation. Have a look at the "run-script" function that runs a script during the dialog, than at the "ChangeView" function for changing the characters view and use the same for making the character disappear. As for the Ferrari, you can make it a character and than just set the speed of the character. To adjust the speed, use the "SetWalkSpeed" function. Look it up in the documentation (just press F1). Good luck.
#11
Dont get me wrong guys, I was trying to solve this problem myself in a hundred ways. Now I think I am only going to use the text parser function. I only have last remaining problem:

If the player types in a word not found in the dictionary (parser), nothing will happen. I know I should use the SaidUnknownWord function or the anyword function or the rol function, but I dont know how. Please tell me.

My solution so far is a bit clumsy:

  if (Parser.Said("rol he rol good rol")) {
    if (GetGlobalInt(1)==0) {
    gComand.Visible = false;
    character[F].Say ("My heart is so big anything can fit inside.");
    SetGlobalInt (1, 1);
}
}

Thx
#12
I did and tried it. It didnt work. I think I need an exact script that I could use.
#13
I got this far:

  String input = enter.Text;

  if (input.Contains ("He good bad")) {
      Display ("Do this.");
    }
 
    if (input.Contains ("good")) {
      Display ("Do something else.");
    }
 
Now I can write: "He is good but very bad as well" and it works (almost).

Problems: If I write a sentecne containing the word "good", both messages will display.
If I write the exact case: "He good bad," nothing will happen.
Any help PLEASE???
#14
I dont know what is that StringOf function, but thats probably cuz I run AGS 2.72 (cuz i like it). Here is what I did so far. I used the text parser and I have a GUI with text box. Now I can type "he is good" and my script will run, but if I write "good he" or "he good xyxyx" than nothing happens. Is there a way I can make this work?
Very simply put: If there will be the right combination of words in the input box, than something will happen. For example:

A = he, B = good, C = bad

A B - script 1
B A - script 1
A B and XY (any other word that is not supposed to be in the combination like C or any word not in the parser) - scrpit 1
A - script 2
A XY - script 2
B - script 3
B XY - script 3

At work:
"He is a good person." = A x x B C - script 1
"A good person he is." = x B C A x - script 1
"Very good." = "x B" - script 3
#15
I plan to have this GUI throught the whole game. Only by using this GUI the player will control the game, so I need to use it multiple times. If the text parser will help, I will try that.
#16
I have a GUI - insert text box. What I want to do is this: Player enters text fe.: "He has a big home." Now I want AGS to recognize what words did the player entered. For example if the player entered words "house" and "big" among other words in the sentence, script1 will start. If he entered only word "big" i want script2 to start and if he only entered "house" script3 will take place.

Thank you!
#17
Hi there! I just found this comunity today and I think its really great. As long as this AGS thing is here, there will always be adventure games. This was the first game that I downloaded (maybe because I like middle ages so much) and it kinda makes me wanna do my own game. Hope that fallout scripting will help me there. Good game by the way. Not really an adventure game, but a nice "simulator". Good replay value.

PS: Thx for hearing me out and uploading the game again so its downloadable Gepard.
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