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Messages - storycatchermike

#1
oops...forgot to put that in when I typed it out...it still isn't working v.v
#2
I hate to say it...but that made no sense...
Code: ags
   if (interface == OPTIONS) {
    if (button == 5) SetGameSpeed(GetSliderValue(2,5));
    if (button == 13) SetMusicMasterVolume(GetSliderValue(2,13));
    if (button == 10) SetSpeechVolume(GetSliderValue(2,10));
    if (button == 4) SetSoundVolume(GetSliderValue(2,4));
    if (button == 0) SaveGameDialog();
    if (button == 1) RestoreGameDialog();
    if (button == 2) RestartGame();
    if (button == 3) QuitGame(1);
    if (button == 8) Display("Game by Knights Creations with use of AGS. AGS copyright of Chris Jones.");
    if (button == 9) {
      GUIOn(1);
      GUIOff(2);
    }
    if (button == 3) DisplaySpeech(EGO, "Art thou shure thou wishes to quit?"; {
      GUIOn(5);
      GUIOff(2);
       }
    } 

That's my entire options menu.
#3
Quote from: strazer on Mon 18/04/2005 04:30:20
QuoteActually, I figured out what all was wrong.

Care to tell us what was wrong?

As for the quit screen, in addition to the GUI a control was clicked on, you also have to check which control it was, hence your interface_click function should look something like this:

Code: ags

function interface_click(int interface, int control) {

  if (interface == YOURGUI) { // if any control on that GUI was clicked
    if (control == 2) { // if control no. 2 was clicked (quit button)
      QuitGame(0); // quit game without asking
    }
  }

}


Note I have used "control" as the variable name instead of the default "button" since I like that term better.

And please, if you have basic questions such as this that are not directly related to the subject of the thread, please open a new thread in the Beginner's Forum instead of posting to the sticky threads. Thanks.

The problem that I had was that I had it set to "normal" instead of "popup Model" I do that sometimes.

Also, I dunno if that'll work, because that is extremely similar to the code I used.  What I'm trying to get it to do is come up with the main character asking if the player is sure if they want to quit or not, and then go to the GUI which has the "quit" and "play" buttons. I can't get it to switch, though, without the GUI popping up whenever I click any of the buttons. It should only come up when I click the quit button, but it comes up when I hit any of the buttons, except for restart.
#4
Actually, I figured out what all was wrong. Now I have another question. I'm trying to make a custom "quit" screen, but whenever I put in the script, the custom quit screen comes up anytime I push a button on the Options GUI. Anyone think they can help with that? Does anyone have a script that can keep that from happening?
#5
Umm...since no one said anything to my last one, I'm gonna post something else. Can anyone help me with my inventory window? I got it to load up and stuff, but it is loading up on startup. How do I stop that? Also, how do I get it so you can look at and grab items? Whenever I click on an item in look or get mode, it just changes the icon. What am I doing wrong?
#6
Can someone possibly give me the entire code for making a lucasarts inventory? I've tried to do it, and I can't figure it out at all. Anyone think they can do that for me?
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