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Messages - Willis

#1
Quote from: Crimson Wizard on Tue 26/09/2023 21:40:51Please tell, what is your game resolution?

Is there any transparent GUI covering the lower part of the screen? If so, then is it set as Clickable?



Aha yes, this is exactly what the problem was! Thank you so much
#2
Hello, I've made a room which has a walkable area that pretty much covers the whole area. My character walks around fine with a left click function but if I click below y axis 670 (the room is 3840x1080) nothing happens. It also won't react to an object click below that point, but again fine above 670.

If I send the character to a point below 670 using character.Walk that works fine. So I think it's the click that's not working.

Hope this makes sense.
#3
Ah yes I understand now. Will be easy to work around this as you said.

Thank you for all your help
#4
First dialog script:

Code: ags
@S  // Dialog startup entry point
return
@1
Freddie: Hello, beautiful day todays
LonelyMan1: Yes... yes, beautiful...
option-off 1
return
@2
Freddie: How long have you been a resident at Pebble Beach 436?
LonelyMan1: Ohh, about 3 months now
option-off 2
goto-dialog 1
@3
Freddie: Goodbye
LonelyMan1: Oh... OK... bye then
stop

Second dialog script:

Code: ags
@S  // Dialog startup entry point
return
@1
LonelyMan1: Oh, you know, it's... peaceful
LonelyMan1: Although might not be what my future coupled is after! *nervous laughter*
goto-previous
#5
Ok I'm still having problems with this.

In my dialog script I have goto-dialog X function which is only working correctly if I have "ShowTextParser" set to true. For some reason when I set this to false, the opening "Option text" for the new dialog branch is ignored and it launces straight into the script.

Hope this makes sense
#6
Ah yes I forgot I set "ShowTestParser" to true because before it wasn't displaying the options but instead firing straight into the dialog. I've just set this back to false and now it's working and that empty box has disappeared.

Any idea why the options weren't initially appearing before I set "showTextParser" to true??
#7
Thanks for getting back to me so quickly. No there are not any empty options in the dialog editor

Here's a screenshot of my dialog options box

https://imgur.com/51G6v8g

All I've done is create a new GUI and under general settings, under dialog, I've set 'Use GUI for dialog option' to the number of the new GUI

Also is there a way to use a different font for the dialog options, or does it always inherit from the speech font?

#8
Hello,

I've made a custom GUI for a dialog box. My dialog options are appearing fine, but there is a extra empty row underneath that highlight when the mouse is over it and when I click it nothing happens. What is this and how do I get rid of it?

Thanks
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