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Messages - Proskrito

#1
if you need any help with the template or could i help with anything, just tell me : )
#3
well, its your game after all, but 'character' is an array, not a string, and its called with an index (like character[INDEX].room). I know nothing about scripting but seems like a wrong thing to do.
You call SetCharacterView once, and it changes the views of many characters? seems so strange. And StringToInt is for translating a string of numbers into a int, so all that does not make any sense.
i think something that would do the same that you want would be:

int i=0;
while (i < MAX_CHARS){
SetCharacterView(i,4);
i++;
}
and it would change the views for every character from #1 to #MAX_CHARS (change it to the last character # whose view must be changed)

but, well, its your game after all, and you always can do whatever you want.
#4
im happy the templates helped you : )
If you dont like the small scale method, then the only way to do it is what scummbuddy said, im afraid.
That thing you did doesnt seem to make much sense, and it could lead to problems. StringToInt needs a string as parameter, and 'character' is one of the most used ags arrays, so if you declared a string called 'character', you could have problems later with that array, and if you didnt, you are passing an array to that function, not a string (i hope i made sense). So i think you'd rather remove that thing and follow scummbuddy advice. (who, btw, im sure wrote setcharview to abbreviate).
If you have to change several views in different places, you could make a custom function to avoid repeating code and wasting time.
#5
i did it the lazy way: i just set a low sacaling level in the walkable areas of map rooms : )
#6
first, you have to import a function, so you'll write at the top of the script of that room:

import function GetLucasSavegameListBox(int gui,int object) ;

(thats the name IIRC)
then, in the any click interaction of the hotspot, you have to write:

GetLucasSavegameListBox(RESTORE,X);//fills the lisbox X in gui RESTORE
GUIOn(RESTORE); //show the restore game gui

changing X to the listbox object number in the gui RESTORE. (i cant remember its number right now)
hope it helps : )
#7
try putting the code in the function 'repeatedly_execute_always()' instead of in 'repeatedly_execute()' and see if it helps : )
EDIT: im assuming you use the second method in that thread, the first one probably wont work without more trouble
#8
glad it helped : )
to the second question, its not related to the lucasarts gui, and you already started a thread about that : /
maybe you posted it here, and a moderator deleted it.
no need to post it twice, if its anwered, it will be in the appropiate thread more likely than here.
#9
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)
#10
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?
#11
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.
#13
try the new template here:
http://www.agsforums.com/yabb/index.php?topic=6642.80#msg191965
and see if it happens with that one.
#14
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 : ).
#15
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
#16
if you are using a scumm template, there is a variable at the top of the global script called "AlwaysGoToHotspots". if it is 1, thecharacter will go to wherever you click, and then do the interaction. If in the interaction you make him go to where the cursor is, then it would do what you say.
If thats your problem, you have 3 solutions:
1- set that variable to 0, and then you'll have to script all the 'go to' actions;
2- remove the script that makes the player character go to the cursor, and let the template do it;
3- if you want only that object to ignore the automatic 'go to' action, put a extension in its name, like the default action ones, but with character $ instead of >, like 'door$o'. This way, the template will act like if the variable 'AlwaysGo...' would be 0 just for this object.
(you can read the documentation that came with the template)
If thats not the problem, tell us more about it. : )
#17
no, the functions in the global script are used by the template, so if you delete them it wont work. You can delete/replace rooms, inventory items,characters...  (an their interactions)
#18
just replace the things in the game with yours. The 'game' it has is meant to show examples of how the template works.
#19
Quotedoes anyone know of a working link where i can get a working lucasarts template?
oh f*ck, my web space provider deleted all my .rar files  :'(

AGT files are templates, just copy them in AGS folder, start a new game, and it should appear besides the default and blank templates.
#20
Marvin:
Have you tried to place it in the 'pick up object' interaction, instead of the 'any click' one?
monkey:
it seems it could be the same problem kinoko had with the 5 hotspots. I have no idea at all of why it happens  ??? : ( it never happens to me, but it happens sometimes to other people : /
(Another thing that might have nothing to do with it but just in case: does the screen scroll while the player is going to that object?)

I cant look at the problems as my computer got broken some time ago. As soon as i get a new one, i'll look to all those problems and see if i can discover why they happen.
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