LucasArts GUI Help Thread (NEW Scumm GUI Available!)

Started by TerranRich, Fri 01/08/2003 06:04:47

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Estaog

Actually it didnt say anything in the redme i have. And when i put that next to the name it it just displays it as the name.
Think about the kittens man!

http://members.aol.com/johnk0/godkills.jpg

Konador

Ah you must have downloaded a different GUI. I used the MI2 one.

Estaog

Think about the kittens man!

http://members.aol.com/johnk0/godkills.jpg

Proskrito

Quote from: Konador on Thu 15/07/2004 17:35:48
Is there any way to turn AlwaysGoToHotspots=1; off for only a specific object.

My problem is this;
The item is on a "walk behind" object. There is walkable area behind it. When I interact with the object, the character moves to the walkable area behind, as that is closer to the object co-ords that the walkable area in front. I need to set the co-ords manually for only this object, but would like AlwaysGoToHotspots to be enabled for the rest of the objects, hotspots, and characters.

Is this possible?

Yes, instead of putting the extension with the character '>', put it with '$', like lever$x instead lever>x

Konador

Ahh thanks! I just looked in the script again and realised it tells me to do that, lol. I'm such a n00b!

Konador

#165
I have another question (sorry!)

When I right click a hotspot, the "look at" command, and all others such as Use, Give, etc, display their correct message. However, when I click "look at" on the GUI and then click a hotspot, nothing happens. It works on some hotspots but not others.

Here is an example of the problem:
http://www.konador.com/aazor.zip

Try right clicking the tree. The message appears.
Try clicking "look at" and then clicking the tree. Aazor walks to the tree but nothing happens.

but

Try right clicking the lava stream. The message appears.
Try clicking "look at" and then clicking the lava strean. Aazor walks to the laza stream and the message appears.

I made these hotspots in the same way as each other.
I've tried each with and without >l and $l.
I've tried the tree hotspot with and without a walkbehind mask.
I've tried recreating the tree hotspots using a different hotspot colour/number.

Nothing seems to correct the problem and I can't think of any logical reason why the lava and volcano work, but the tree and trunk don't.

Does anyone have any idea?  ???


Proskrito

Ah i see, thats a problem i never came across, but some people did. When i finish the documentation i'll release the new version of the template, and _hopefully_ it will fix those problems. If you want, you could send me the game and i'll update it to the new version, and see if the problem goes away : ).

FreddyH

Well,
I have the same problem, The shortcuts with the right mouse button works fine, but when i use the GUI, it doesnt work, and i read your readme over and over again, but i overlooked it or something. Can you point out what the problem is, maybe i'll can fix it myself.

Proskrito


Proskrito


Mats Berglinn

#170
I have encounter a strange error when try the templates and this problem haven't happened before.

While testing them, when I try to click anywhere when the character is suppoused to walk the templates crashes with this message:

An internal error has occured. Please note down the following information.

If the problem persists, contact Chris Jones.

(ACI version 2.61.747)

Error: run_text_script1: error -1(Runtime error: wrong number of parameters to exported function 'unhanded_event') running function 'unhanded_event'

I'm using the 2.61 version. What could be wrong?

wackojacko

I used the new MI2 template and I really think it's great except for one thing. If I use this command for a character:

function character3_a() {
  // script for character3: Talk to character
if (Go()==1) //Start going to the object and if the player
   {      // does not abort do the following:
   AnimateCharacter(PIRATE, 0, 10, 1);
//Show pick up animation
   AddInventory(2); //add item #
   RunDialog(1);
   }
}

The hero will start walking to the character and if I KEEP MY CURSOR on the character it will Animate and run a dialog. BUT if I do the same and the hero starts walking towards the character and I MOVE MY CURSOR TO SOMETHING ELSE, nothing happens when the hero gets to the character! Do you know what's the problem?

I also have another error. I want to have the hero walk to a path, and when it's at specific coordinates go to an different room, so I write this:

// script for hotspot2: Walk to hotspot
if (MovePlayerEx(34, 84, 0)==1){
NewRoomEx(4, 194, 51);
}

But if I click on the hotspot the hero will walk to the place I clicked and then he goes to the other room and he doesn't go to the coordinates fist. I tried walkto points, but that also doesn't work.
Help? anyone?
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

wackojacko

I have another problem, if I use the exit command for a patch in a hotspot ex:
path>eu (or el, er, ed) the character just goes to the end of the room ignoring all walkable areas! While It's supposed to take a walkable area to the end of the room (in this case the upper side). What's wrong? ???
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

Proskrito

ah, i'll try to fix that bug.
If it happens only with one thing, as a temporal walkaround, maybe you could try to not use the auto-walk thing, and script it instead, and see if it happens this way
for the exit thing, you are supposed to set the walkto point of the path hotspot very close to the screen edge where the character should disappear, so the player will go first there, and then out of the screen. It needs to ignore walkable areas in order to go out of the screen.

wackojacko

  Thanx for the message, the exit room thing now works correctly  8)

But I still have problems with talking to characters here's the problem:
I used this script for the character when you talk to him:

// script for character3: Talk to character
if (GoToCharacter(HIPPY, 2, 0, 0)==1){
ChangeCharacterView(HIPPY, 9);
RunDialog(1);
}

But when you talk to him, the hero will walk to the right of the character and then does nothing. Only when you click again it will start the conversation. So it only works if you already stand on the right of the character. otherwise it will walk to the right and then do nothing. Can you help me?!
???
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

Proskrito

mmm you are passing 0 as 'blocking', so the command is non-blocking.
try to set it to 2 instead, which is for semi-blocking actions:
if (GoToCharacter(HIPPY, 2, 0, 2)==1){
...
does it work this way?

wackojacko

Ofcourse! That was a really stupid question  :-\
Thanx a lot!
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

ge_1

i wanted to use 640x480 with your FOA-Template, but there is a big problem:

when I try to move the inventory window in MAINGUI down or I move the whole GUI down, the scroll-buttons of the inventory don't work anymore. Are there any solutions for this problem??

It happens, when I move the inventory with 320x200, too!!!


wackojacko

Oh yeah, one more thing. The blink views don't work in the SCUMM template, at least not in my version (v2.0c)
http://tim.vd.hoeven.free.fr
Check my new comic! Dutch people only...

Proskrito

ge_1 , have you tried to change the constant FIRS_INV_SLOT_COORDS to the x and y coordinates of your inventory? its the only thing i can think of.
Wackojacko, for the first thing, look in the GoTo function this line:
if (locationtype==2) arrived = GoToCharacter(GSlocid,0,1,blocking);
and change it to:
if (locationtype==2) arrived = GoToCharacter(GSlocid,0,0,blocking);
this way, npcs wont face the player anymore.
the blinking view is for sierra style speech, i believe.
(but the template wouldnt have any effect on that, though)

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