Thanks, works perfectly.
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Show posts MenuQuote from: abstauber on Tue 09/12/2014 09:08:39sorry, you're right.
From time to time you should utilize the search function
http://www.adventuregamestudio.co.uk/forums/index.php?topic=39407.msg636496285#msg636496285
Quote from: abstauber on Mon 08/12/2014 14:55:40the module works fine thanks, for aeronuts where i can find the sourcecode?
But you have to admit that now all topics are being shown
This module can provide scrolling dialogs, but it takes some time to get used to it.
http://www.adventuregamestudio.co.uk/forums/index.php?topic=36313.0
I'm also using a scumm style scrolling dialog GUI in AeroNuts, which has been open-sourced.
Quote from: abstauber on Sun 07/12/2014 08:42:50
Yes there's is way but it involves somewhat advanced custom dialog scripting.
For starters you can do remove the current GUI to get AGS' default behavior.
In "General Settings" under "Dialog" set "Use GUI for dialog options" to 0. That way the dialog box scales up to show all the topics.
Quote from: abstauber on Tue 25/11/2014 16:49:49
Well, set_door_strings is meant to set things global for all doors. But you can adjust it for each hotspot of course. At least this doesn't crash for me:
Quote from: abstauber on Wed 19/11/2014 08:52:12Thanks a lot you saved us :)we look forward for update. Thanks for your work
hehe - also a valid workaround. The initial problem with the translated GUI is actually a bug, which I've just fixed. I'll upload a new template soon in the according thread.
Quote from: abstauber on Tue 18/11/2014 19:24:41no, the problem persists but i bypassed it overwriting the English gui with Italian and setting language to it, because i've noticed that if want to make an english translation and set the language to "en", even if the English gui is overwritten the text is shown in english, i don't know why but it works but i'm curious about the reason
Yeah, that's correct. Could you solve that other translation issue in the meantime?
Quote from: abstauber on Tue 18/11/2014 14:38:00it seems to work fine but i had to import set_approaching_char() in the header to make it selectable, is it correct?
Yeah, you're right. That behavior is hard-coded.
Try to paste the contents from the linked file to guiscript.asc (overwrite it )
guiscript.txt
In-game you can re-enable the old behavior via set_approaching_char().
Quote from: abstauber on Tue 18/11/2014 08:02:06if i try to use standard ags talk, the player try to go near the character yet even if i specify coordinates and with standard object "look" works using left click (first examine and then click on object) but the right click shortcut give me nothing. The scene is : the main character can't goes near some object on a desk but he could be able to examine them and to talk with npc without go close to him (if i specify coordinates, ego first goes near npc and then goes back to xy and talk and is this i want to avoid). thanks
Well, this can be done with plain AGS functions, all those "any_click_walk" functions are shortcuts for walking, talking and doing things.
But nothing stops you from using stock AGS
e.g. like this:
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