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Messages - Mats Berglinn

#1
You're right about that Scummbuddy. I'm one of these people.

Anyway, I've got a little problem with the DOTT template through use of AGS version 2.62. For some reason sometimes the marked Verb options on the interface sometimes be replaced with some other sprites (for example character sprites or inventory or objects). I've checked the scripts and the GUI part and they say that they're using the correct sprites. I strongly suspects that it's a somekind of bug.

I've tried to solve it by making copies of the sprites of the marked verbs, import those copies and change the sprites to those and delete the old ones. Sometimes it works, others it don't (it really doesn't work with the original blue cup however). I have absolutely no idea how to solve this. Do you?

EDIT:
Never mind about that strange bug, it just happened when I copy over room files and import exported characters. It doesn't happen if I start from scratch.
#2
Could someone make a 2.72 version of the Day of the Tentacle template, please?
#3
I've stumbled across a problem when I changed the look of the options GUI. For some reason the Quit, Load, Save and Play buttons doesn't work even if I didn't change any of the code in the script. Before I changed the background of the GUI it worked just fine so I've no idea of why it happens.

I'm using 2.62 version of AGS.


Never mind, I found a way around the problem.
#4
Is it possible for changing the inventory from having two rows to one and that you can have more inventory items on the same row than four? If yes, how?
#5
Thanks. The problems have been solved. I've discovered for the closing of inventory wasn't working. It was that I set the button 2 for it but the real button actually was 3 (and the number 2 was the inventory window, not a button). Silly me!
#6
I've some big problems here! Since my game have backgrounds that covers the whole screen unlike the old Lucas Arts games I had set the GUI so there are no black space. Since the Inventory window gets in the way for most walkable areas I had to get rid of the Inventory window from the Main GUI and instead make it into a new GUI. Now there's a strange problem: I have placed a new button in the Main GUI which activates the Inventory GUI (that's working). Now in the Inventory GUI there are three buttons: Arrow Up, Arrow Down and Close Down Inventory window. When I try to press the Close Down button nothing happens even if I scripted it to do so and when I open the Options GUI and then tries to Play, Load, Save or Quit, none of the functions works!

I've tried to check the script and doing changes but it keeps getting on like this. I don't understand what's wrong!!

Can you guys see what's wrong and can you tell me how it can be fixed? Please help me, I'm so desperate that I don't know what I'm going to do and it drives me crazy!Ã,  :'(

I'll show the whole script:

Code: ags
 
Ã,  }
//-----------------------------------------------------

//	change the arrows in the inventory to 
//	show if you can scroll the inventory:
//-----------------------------------------------------
Ã,  if (game.top_inv_item > 0){Ã,  Ã,  Ã, //if invent. can scroll up 
Ã,  Ã,  SetButtonPic(INVENTORY,0,1,INV_UP_ARROW_ON_SPRITE);
Ã,  Ã,  if (GetInvAt(FIRST_INV_SLOT_COORDS) < 0)//if no items shown in the inventory
Ã,  Ã,  Ã,  Ã, game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2 ); //scroll inventory up 
Ã,  }
Ã,  else //if can not scroll up
Ã,  Ã,  SetButtonPic(INVENTORY,0,1,INV_UP_ARROW_OFF_SPRITE);Ã,  Ã, 
Ã,  if (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)Ã,  Ã, //if invent. can scroll down 
Ã,  Ã,  SetButtonPic(INVENTORY,1,1,INV_DOWN_ARROW_ON_SPRITE);Ã,  
Ã,  elseÃ,  // if can not scroll down
Ã,  Ã,  SetButtonPic(INVENTORY,1,1,INV_DOWN_ARROW_OFF_SPRITE);
//-----------------------------------------------------
}
#sectionend repeatedly_executeÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) {////////////////////////////////////On Mouse Click///////////////On Mouse Click
Ã,  // called when a mouse button is clicked. button is either LEFT or RIGHT
Ã,  
// Store type, name and id# of what the player clicked 
// on in global variables GSloctype,GSlocname & GSlocid:
//-----------------------------------------------------
 int mrx=mouse.x+GetViewportX(), mry=mouse.y+GetViewportY();
 GSloctype=GetLocationType(mouse.x,mouse.y);
 if (GSloctype==1) GSlocid=GetHotspotAt(mouse.x,mouse.y);
 else if (GSloctype==2) GSlocid=GetCharacterAt(mouse.x,mouse.y);
 else if (GSloctype==3) GSlocid=GetObjectAt(mouse.x,mouse.y);
 else if (GetInvAt(mouse.x, mouse.y)>=0) GSlocid=GetInvAt(mouse.x, mouse.y);
 GetLocationName(mouse.x,mouse.y,GSlocname);
//-----------------------------------------------------

 if (IsGamePaused() == 1) {
Ã,  Ã,  // Game is paused, so do nothing (ie. don't allow mouse click)
Ã,  }

//	Handling clicks in map rooms:
//-----------------------------------------------------
Ã,  else if (IsGUIOn(MAPS)==1){// if map
Ã,  Ã,  if (button==LEFT){
Ã,  Ã,  Ã,  if (IsInteractionAvailable(mouse.x,mouse.y,MODE_USE)) ProcessClick(mouse.x,mouse.y,MODE_USE);
Ã,  Ã,  Ã,  else ProcessClick(mouse.x,mouse.y,MODE_WALK);
Ã,  Ã,  }
Ã,  }//end if map
//-----------------------------------------------------

//	Handling room clicks:
//-----------------------------------------------------
Ã,  else if (button==LEFT || button==RIGHT) {
Ã,  Ã,  
Ã,  Ã,  if (button==RIGHT) SetMode(GetDefaultAction(mouse.x,mouse.y));// set the default mode when right click
Ã,  Ã,  
Ã,  Ã,  if (Extension(GSlocname)==EXITS_EXTENSION){// if its an 'exit'
Ã,  Ã,  Ã,  Ã,  HighlightActionBar();
Ã,  Ã,  Ã,  Ã,  WalkOffScreen(); 
Ã,  Ã,  }
Ã,  Ã,  else if (ALWAYS_GO_TO_HOTSPOTS==1 && ExtensionEx(2,GSlocname)!='d' && GetLocationType(mouse.x,mouse.y)!=0 ){
Ã,  Ã,  Ã,  Ã, UpdateActionBar(mrx,mry);
Ã,  Ã,  Ã,  Ã, HighlightActionBar();
Ã,  Ã,  Ã,  Ã, if (Go()==1)Ã,  Ã, ProcessAction(GSmode,mrx,mry);
Ã,  Ã,  Ã,  Ã, return;
Ã,  Ã,  }
Ã,  Ã,  else ProcessAction(GSmode,mrx,mry);
Ã,  }
//-----------------------------------------------------

//	Handling inventory clicks:
//-----------------------------------------------------
Ã,  else if (button == LEFTINV || button==RIGHTINV){//click in inventory
Ã,  Ã,  if (button == LEFTINV){
Ã,  Ã,  Ã,  if (GlobalCondition(1)) SetMode(SPECIAL_INV_MODE); //if walk or pickup mode in inventory
Ã,  Ã,  }
Ã,  Ã,  else if (button == RIGHTINV){
Ã,  Ã,  Ã,  SetMode(GetDefaultAction(mouse.x,mouse.y));
Ã,  Ã,  } 
Ã,  Ã,  ProcessInventoryAction(GSmode,GSlocid);Ã,  
Ã,  }
//-----------------------------------------------------

}
#sectionend on_mouse_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart on_key_pressÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function on_key_press(int keycode) {///////////////////////////////////////On Key Press/////////////////On Key Press
Ã,  // called when a key is pressed. keycode holds the key's ASCII code

//	Pause/unpause with space bar:
//-----------------------------------------------------
Ã,  if (keycode==32){// SPACEBAR
Ã,  Ã,  if (IsGamePaused()==0){
Ã,  Ã,  Ã,  Ã, GUIOn(PAUSED);
Ã,  Ã,  Ã,  Ã, DisableInterface();
Ã,  Ã,  }
Ã,  Ã,  else{
Ã,  Ã,  Ã,  Ã, GUIOff(PAUSED);
Ã,  Ã,  Ã,  Ã, EnableInterface();
Ã,  Ã,  }
Ã,  }
//-----------------------------------------------------

//	Confirm exit with 'Y' and 'N' keys:
//-----------------------------------------------------
Ã,  if (IsGUIOn(CONFIRMEXIT)==1){ // if exit gui is on 
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_NO) GUIOff(CONFIRMEXIT);//if N is pressed continue
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_YES) QuitGame(0);//if Y is pressed quit game
Ã,  }
//-----------------------------------------------------

//	Confirm restart with 'Y' and 'N' keys:
//-----------------------------------------------------
Ã,  if (IsGUIOn(RESTART)==1){ // if exit gui is on 
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_NO) GUIOff(RESTART);//if N is pressed continue
Ã,  Ã,  Ã, if (keycode == CONFIRM_GUIS_CHARACTER_YES) RestartGame();//if Y is pressed quit game
Ã,  }
//-----------------------------------------------------

Ã,  if (IsGamePaused() == 1) keycode=0;Ã,  // game paused, so don't react to keypresses
Ã,  
Ã,  if (keycode==359) Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2004 Chris Jones[[SCUMM template by Proskrito :)");// F1
Ã,  if (keycode==363) GUIOn(OPTIONS);Ã,  Ã, // F5 - OPTIONS
Ã,  if (keycode==366) GUIOn(RESTART);Ã,  // F8 - RESTART 
Ã,  if (keycode==434) SaveScreenShot("scrnshot.bmp");Ã,  // F12
Ã,  if (keycode==19)Ã,  Debug(0,0);Ã,  // Ctrl-S, give all inventory
Ã,  if (keycode==22)Ã,  Debug(1,0);Ã,  // Ctrl-V, version
Ã,  if (keycode==1)Ã,  Ã, Debug(2,0);Ã,  // Ctrl-A, show walkable areas
Ã,  if (keycode==24)Ã,  Debug(3,0);Ã,  // Ctrl-X, teleport to room

//	Setting cursor modes using keys:
//-----------------------------------------------------
Ã,  if (Translation("default")){// if no translation file is being used
Ã,  Ã,  if (keycode == 'G')Ã,  SetMode(GIVE);		//G
Ã,  Ã,  if (keycode == 'P')Ã,  SetMode(PICKUP);Ã,  	//P
Ã,  Ã,  if (keycode == 'U')Ã,  SetMode(USE);Ã,  Ã,  Ã,  	//U
Ã,  Ã,  if (keycode == 'O')Ã,  SetMode(OPEN);Ã,  Ã,  Ã, 	//O
Ã,  Ã,  if (keycode == 'T')Ã,  SetMode(TALK);Ã,  	//T
Ã,  Ã,  if (keycode == 'S')Ã,  SetMode(PUSH);Ã,  Ã,  Ã, 	//S
Ã,  Ã,  if (keycode == 'C')Ã,  SetMode(CLOSE);Ã,  Ã,  	//C
Ã,  Ã,  if (keycode == 'L')Ã,  SetMode(LOOK);Ã,  	//L
Ã,  Ã,  if (keycode == 'Y')Ã,  SetMode(PULL);Ã,  Ã,  Ã, 	//Y
Ã,  }
//-----------------------------------------------------
}
#sectionend on_key_pressÃ,  // DO NOT EDIT OR REMOVE THIS LINE

#sectionstart interface_clickÃ,  // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {////////////////On Interface Click///////////On Interface Click

Ã,  string buffer;
Ã,  if (interface == MAINGUI) {

//	Setting cursor modes:
//-----------------------------------------------------
Ã,  Ã,  if (button == 0)Ã,  SetMode(GIVE);
Ã,  Ã,  if (button == 1)Ã,  SetMode(PICKUP);
Ã,  Ã,  if (button == 2)Ã,  SetMode(USE);
Ã,  Ã,  if (button == 3)Ã,  SetMode(OPEN);
Ã,  Ã,  if (button == 4)Ã,  SetMode(LOOK);
Ã,  Ã,  if (button == 5)Ã,  SetMode(PUSH);
Ã,  Ã,  if (button == 6)Ã,  SetMode(CLOSE);
Ã,  Ã,  if (button == 7)Ã,  SetMode(TALK);
Ã,  Ã,  if (button == 8)Ã,  SetMode(PULL);
Ã,  Ã,  
//-----------------------------------------------------
Ã,  Ã,  if (interface == MAINGUI) {
Ã,  Ã,  if (button == 9)Ã,  GUIOn(INVENTORY);
Ã,  Ã,  }
//-----------------------------------------------------Ã,  Ã,  

//	Options GUI
//-----------------------------------------------------
 if (interface == OPTIONS) {
Ã,  Ã,  if (button == 0){ //save game
Ã,  Ã,  Ã,  GUIOff(OPTIONS);
Ã,  Ã,  Ã,  GetLucasSavegameListBox(SAVE,1); // fills listbox 1 on gui SAVE with saved games
Ã,  Ã,  Ã,  GUIOn(SAVE);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 1){ //load game
Ã,  Ã,  Ã,  GUIOff(OPTIONS);
Ã,  Ã,  Ã,  GetLucasSavegameListBox(RESTORE,1);
Ã,  Ã,  Ã,  GUIOn(RESTORE);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 2){ // continue playing
Ã,  Ã,  Ã,  GUIOff(OPTIONS);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 3){ // exit??
Ã,  Ã,  Ã,  GUIOn(CONFIRMEXIT);
Ã,  Ã,  Ã,  }
Ã,  Ã,  }
//-----------------------------------------------------

//	Restore game GUI
//-----------------------------------------------------
 if (interface == RESTORE) {
Ã,  Ã,  if (button ==2) GUIOff(RESTORE); //cancel
Ã,  Ã,  if (button ==1){ //click on listbox item
Ã,  Ã,  Ã,  Ã, int index = ListBoxGetSelected(RESTORE,1);
Ã,  Ã,  Ã,  Ã, if (GetSaveSlotDescription(index+100,buffer)==1){ //if there is a savegame here
Ã,  Ã,  Ã,  Ã,  Ã, GUIOff(RESTORE);
Ã,  Ã,  Ã,  Ã,  Ã, RestoreGameSlot(index+100); 
Ã,  Ã,  Ã,  Ã,  }
Ã,  Ã,  Ã,  Ã, }Ã,  Ã,  Ã, 
Ã,  Ã,  if (button == 3){ //scroll up
Ã,  Ã,  Ã,  Ã,  Ã, if (GStopsaveitem<5) GStopsaveitem=0;
Ã,  Ã,  Ã,  Ã,  Ã, else GStopsaveitem-=5;
Ã,  Ã,  Ã,  ListBoxSetTopItem(RESTORE,1,GStopsaveitem);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 4 && GStopsaveitem<90) //scroll down
Ã,  Ã,  Ã,  GStopsaveitem+=5;
Ã,  Ã,  Ã,  ListBoxSetTopItem(RESTORE,1,GStopsaveitem);
Ã,  Ã,  }
//-----------------------------------------------------

//	Save game GUI
//-----------------------------------------------------

 if (interface == SAVE){
Ã,  Ã,  int index=ListBoxGetSelected(SAVE,1);
Ã,  Ã,  if (button == 3){//cancel
Ã,  Ã,  Ã,  GUIOff(SAVE);
Ã,  Ã,  Ã,  GUIOff(SAVETEXTBOX);
Ã,  Ã,  }
Ã,  Ã,  if (button == 1){ //click on listbox
Ã,  Ã,  Ã, int stbypos;
Ã,  Ã,  Ã,  StrFormat(buffer,"%d.",index+1);
Ã,  Ã,  Ã,  SetLabelText(SAVETEXTBOX,1,buffer);
Ã,  Ã,  Ã,  if (GetSaveSlotDescription(index+100,buffer)==0) StrCopy(buffer,"");//GetSaveSlotDescription(index+100,buffer);
Ã,  Ã,  Ã,  //else StrCopy(buffer,"");
Ã,  Ã,  Ã, SetTextBoxText(SAVETEXTBOX,0,buffer);
Ã,  Ã,  Ã, stbypos=28+((index-GStopsaveitem)*(DEFAULT_FONT_HEIGHT+2)); //28 is set by trial-error. Deppends of the savegames listbox position
Ã,  Ã,  Ã, if (index<9)Ã,  SetGUIObjectPosition(SAVETEXTBOX, 0, 12, 0);
Ã,  Ã,  Ã, else SetGUIObjectPosition(SAVETEXTBOX, 0, 18, 0);Ã,  Ã,  Ã, 
Ã,  Ã,  Ã, SetGUIPosition(SAVETEXTBOX,29,stbypos);// 29 is set by trial-error. Same as above.
Ã,  Ã,  Ã, GUIOn(SAVETEXTBOX);
Ã,  Ã,  }
Ã,  Ã,  if (button == 2 && index>=0) { //save
Ã,  Ã,  Ã,  GetTextBoxText(SAVETEXTBOX,0,buffer);
Ã,  Ã,  Ã,  GUIOff(SAVE);
Ã,  Ã,  Ã,  GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  SaveGameSlot(index+100,buffer);
Ã,  Ã,  } 
Ã,  Ã,  if (button == 4){// scroll up
Ã,  Ã,  Ã,  Ã, GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  Ã, ListBoxSetSelected(SAVE,1,-1);
Ã,  Ã,  Ã,  Ã,  Ã, if (GStopsaveitem<5) GStopsaveitem=0;
Ã,  Ã,  Ã,  Ã,  Ã, else GStopsaveitem-=5;
Ã,  Ã,  Ã,  Ã, ListBoxSetTopItem(SAVE,1,GStopsaveitem);
Ã,  Ã,  }
Ã,  Ã,  if (button == 5 && GStopsaveitem<90){ //scroll down
Ã,  Ã,  Ã,  Ã, GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  Ã, ListBoxSetSelected(SAVE,1,-1);
Ã,  Ã,  Ã,  Ã, GStopsaveitem+=5;
Ã,  Ã,  Ã,  Ã, ListBoxSetTopItem(SAVE,1,GStopsaveitem);
Ã,  Ã,  }
Ã,  }
 if (interface == SAVETEXTBOX){
Ã,  Ã,  int index=ListBoxGetSelected(SAVE,1);
Ã,  Ã,  if (button == 0){
Ã,  Ã,  Ã,  GetTextBoxText(SAVETEXTBOX,0,buffer);
Ã,  Ã,  Ã,  GUIOff(SAVE);
Ã,  Ã,  Ã,  GUIOff(SAVETEXTBOX);
Ã,  Ã,  Ã,  SaveGameSlot(index+100,buffer);
Ã,  Ã,  }
Ã,  Ã,  if (IsButtonDown(RIGHT)) GUIOff(SAVETEXTBOX);Ã,  
 }
//-----------------------------------------------------

//	Scrolling the inventory:
//-----------------------------------------------------
Ã,  Ã,  if (interface == INVENTORY){

Ã,  Ã,  if ((button == 0) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + (game.num_inv_displayed/2);
Ã,  Ã,  if ((button == 1) && (game.top_inv_item > 0))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - (game.num_inv_displayed/2);
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, } 
//-----------------------------------------------------

//Ã,  Ã,  Ã,  Close down the inventory:
//-----------------------------------------------------
Ã,  Ã,  if (interface == INVENTORY){
Ã,  Ã,  if (button ==2){
Ã,  Ã,  Ã, GUIOff(INVENTORY);
Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, }
}

#7
I'm trying to make some doors like in Secret of Monkey Island and Day of the Tentacle by using a hotspot area for the open door and a object for the closed one. The problem is that if you use the Any click commando it will affect the other commands, like if you try to use close the door Hotspot then it doesn't only close the door but it will transport to other room as well. That's not suppoused to happen. I'll show an example of that:

Code: ags
  // script for hotspot1: Any click on hotspot
NewRoomEx(4,74, 115);  

if (UsedMode(CLOSE)){ 
   if (GetPlayerCharacter() == BERN){
     MoveCharacterToObject(BERN,1);
     }
   if (GetPlayerCharacter() == LAVE){
     MoveCharacterToObject(LAVE,1);
     }
   if (GetPlayerCharacter() == HOAG){
     MoveCharacterToObject(HOAG,1);
     }
PlaySound(30);
ObjectOn(1);  
DisableHotspot(1);
}
if (UsedMode(OPEN)) Display("It's already open.");  


Does somebody know what's wrong and how to deal with it?
#8
For Caribbean Mysteries I'm using the MI2 SCUMM Template and I've encountered a strange problem:

At one point you'll need to steal a pendlum from an old man when he doesn't see that. You can trick him by putting a coin on the ground, calling the man's attention to the coin and meanwhile you take the pendlum. About ten sceonds later he will pick up the coin and return to his place.
The thing does work but there's something wrong too:

When I use the coin with the old man, the main character goes to him, the old man turns to him, then he goes to the spot where he drops the coin, stay at that spot and gets the guy's attention.

What the main character is suppoused to do is: 1) Go to the spot to drop a coin 2) Go to next to where the old man is. 3) Calling the old guy's attention toward the coin 4) Therefore the old guy turns toward the coin and walk to it. 5) The rest of the coin thing.

Code: ags

Ã,  // script for character14: Use inventory on character
MoveCharacter(EGO,600,265);
FaceLocation(EGO,600,265);
ObjectOn(3);
Wait(100);
MoveCharacter(EGO,815,265);
FaceLocation(EGO,600,265);
Wait(80);
DisplaySpeech(EGO,"Say, isn't that a coin lying on the ground?");
DisplaySpeech(HYP,"A coin? Where?");
FaceLocation(HYP,798,265);
DisplaySpeech(HYP,"Ah, there!");
MoveCharacter(HYP,798,260);
FaceLocation(HYP,600,260);
Wait(40);
int timer=0;
distract = 1;
SetTimer(1,400);

Ã,  // script for room: Repeatedly execute

if (IsTimerExpired(1)==1){
distract = 0;
ObjectOff(3);
DisplaySpeech(HYP,"Must be my lucky day.");Ã,  
MoveCharacter(HYP,900,280);

if (GetGlobalInt(11) ==1){
MoveCharacter(HYP,930,280);
Wait(40);
DisplaySpeech(HYP,"Hey, where did my pendlum go?");
}
}


Does someone know what's the problem? How do I solve this? Please help!

EDIT: Never mind, I've found the answer.
#9
I hope that the new verb coins do have inventory screens which can be interacted by the verb coin unlike the MI3 Verb Coin that is on Rui's page (plus that it's statusline shows the names of the inventory items which doesn't appear in the MI3 Verb Coin as well).

I've got a question about the the SCUMM templates (the Verb boxes not the Verb Coin): Whenever you look at, talk to or using other commandos on a character, they always turn around to face the character. How do you make so that they don't turn around to face the player character (it's pretty useless in situations were characters doesn't bother to look at you when you look at them or when you're suppoused to not to be seen by them)?
#10
I've started to play around with the templates in the 2.7 version of AGS but when I try to test them I get this message:

There was an error compiling your script. The problem was:
In: 'Global script'

Error (line 221): 'gui' is a global var; cannot use as name for local.

This happens in both MI2 template and FOA template. What's actually wrong? How do I fix this? Does somebody know?

EDIT: The problem IS the same in the DOTT template too.
#11
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?
#12
In the SCUMM templates by prosikito I have found this scripting command:

GoToCharacter(MEL,2,0,1);

I have discovered that this command makes the player character walk to that character that is displayed and turns to him but I'm not sure what the numbers are standing for and the command isn't in the help part. Does any know the fully information behind this command?

It would be usefull to know how so that I can make the player-character walk to characters wherever they are and if you want to either face the player character right, left, up or down.
#13
I can't veiw the read-me file at all because when I open it the test is toatlly screwed up. Can't you just explain how you make commands for push, pull, open, close and give on characters, iventory, objects and hotspots. Please tell so I can come further in my game.
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