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Messages - mRax

Pages: 1 2 [3] 4
31
Technical forum / Re: In-game notes
« on: February 01, 2007, 05:28:07 PM »
Hi! Some questions :)

1. For example, string table considers of such line:
Code: [Select]
NOTE_000 Day 4. Well, I think it's inhabitted islandIn the game I use
Code: [Select]
var temp_static=note_window.GetControl("page0");
temp_static.Text="/NOTE_000/";
The result text is definitely "/NOTE_000/" not "Day 4..." But when I create window from file
Code: [Select]
STATIC{
...
TEXT = "/NOTE_000/"
...
}
result text is "Day 4...". What's wrong with temp_static.Text?

2. Is there something like #10#13 (Pascal) or "\n" (C)?
I need to type one string
Code: [Select]
Day 4.

Well,..
instead of
Code: [Select]
Day 4. Well,..
3. The last trouble is in game use one font only. Those .font lines don't change anything :(
Code: [Select]
;FACE = "Arial"
FILENAME = "fonts\MyFont.ttf"
CHARSET = 1
The game always use strange standard system font. Yeah, BOLD and ITALIC properties is operational, but why game doesn't load MyFont.ttf? Or "Arial" font?

32
Technical forum / In-game notes
« on: January 16, 2007, 04:19:24 PM »
Good morning! I have one question :) The situation is in item "notebook", player have to read some notes to solve quest successfully. How can I print these notes before notebook sprite entity? (sprite entities for words/sentences aren't desired) Also I need in the fade-in effect: notes aren't showen quickly (at the moment), but each word are written letter-to-letter slowly...

The simple solution is in usage window with many captions, buttons or edits... But maybe there are pretty and more "unversal" way, aren't there?

33
Technical forum / Re: moving sky
« on: December 26, 2006, 04:59:08 PM »
I understood :) Not for the first time, but I did it at all. Thanks!

And can I create regions dynamically? I tried to create region with Scene.LoadEntity()... ;) But this method work with sprite entity or region one only. Any ideas?

Without "fullscreen" region some special sprite entities (for example, "map" or "pda") had displayed on scene before all actors (actor3dx) presented.

34
Technical forum / Re: moving sky
« on: December 26, 2006, 08:48:16 AM »
Well, it's my mistake, I quoted one string only, except code fragment. So
Code: [Select]
#include "scripts\base.inc"
#include "entities\ani01\scr\const.inc"

var e=wnd.GetControl("title_entity");
e=e.GetEntity();
e.Scale=100;
e.X=0;
e.Y=0;
e.Width=1280;
e.Height=1024;

var tmp=Scene.CreateEntity("temp_entity");
tmp.Active=FALSE;
tmp.AlphaColor=255;
e.AlphaColor=16777216*tmp.AlphaColor+65536*tmp.AlphaColor+256*tmp.AlphaColor+tmp.AlphaColor;

var state=ST_INC;
var t0=Game.CurrentTime;

Scene.FadeInAsync(SCENE_FADEIN_DURATION,0,0,0,255);

while(TRUE){
  switch(state){
    /*...*/
    case ST_INC:
      //e.Scale=e.Scale-1;
      Game.Msg(e.X);
      e.X=e.X+10;
      break;
    case ST_FADE:
      if(t0+TITLE_FADEOUT<Game.CurrentTime){e.AlphaColor=0;self.Close();return;}
      if(t0+TITLE_FADEOUT>Game.CurrentTime){
        tmp.AlphaColor=255*(t0+TITLE_FADEOUT-Game.CurrentTime)/TITLE_FADEOUT;
        e.AlphaColor=16777216*tmp.AlphaColor+65536*tmp.AlphaColor+256*tmp.AlphaColor+tmp.AlphaColor;
      }
      break;
  }
  Sleep(TITLE_LAG);
}
And I really don't see any solution for this situation.

35
Technical forum / Re: moving sky
« on: December 22, 2006, 04:57:56 PM »
And what about moving sky in window? (Hi! ;) ) There is the window (menu), this window contains of next entity container:
Code: [Select]
ENTITY{
  NAME="title_entity"
  CAPTION="title_entity"
  ACTIVE=TRUE
  X=0
  Y=0
  SCALABLE=TRUE
  INTERACTIVE=FALSE
  COLORABLE=FALSE
  SPRITE="entities\title\ch01ep01.sprite"
}
So after calling window method
Code: [Select]
var e=wnd.GetControl("title_entity");I tryed to play with e.Scale and (e.X, e.Y). The scaling was ok. Not moving, huh. Fields e.X and e.Y always contained of zero. What the matter? :)

36
Technical forum / Waiting for transition between two animations
« on: December 14, 2006, 09:59:03 AM »
Hello, I have new question:
Code: [Select]
actor.PlayAnim("sit_down");
... // ("body": actor is doing something here)
actor.PlayAnim("stand_up");
When body is the simple short code, there is all ok. But when body is using long procedures/object methods, there had been appeared one effect: actor return to previous state quickly (a state is just before .PlayAnim("sit_down") method called, maybe it's idle animation), and when body is over, actor had played "smoothly transition" to the first "stand_up" animation frame, and then played "stand_up" animation. Both animations -- sit_down and stand_up -- aren't looping.

Huh... :) Well, is there property like .AnimTransitionTime for waiting before actor's state would dropped or started transition between two animations?

P.S. Now I'm planning to use several idle animations (especially, last frame of each animation). But maybe there is some way to "freeze" actor, isn't there?

37
Technical forum / Re: Wrong actor3d detection
« on: December 13, 2006, 11:53:57 AM »
I understood :) Thanks a lot.

38
Technical forum / Re: Wrong actor3d detection
« on: December 13, 2006, 08:59:55 AM »
It's ingeniously! :) I'll really do that.

And what about .DropToFloor property? Is the feasible solution in using Sleep(1)? (As I thought, WaitFor(object) didn't solve the problem)

39
Technical forum / Re: Unicode support
« on: December 13, 2006, 08:51:05 AM »
Uhhh... Thanks. I'm sorry, I wasn't punctual :) I checked the project, there was only one file with such oversight.

40
Technical forum / Re: Unicode support
« on: December 12, 2006, 04:15:04 PM »
Well, let's continue this topic! :)

The project contains of two scenes. To arrive to second scene you'll need to go to region entity between two upper 3d-blocks (.ShowGeometry is TRUE, of course). So if I started the game from WME Project Manager, there was alright. But if I started the game from package folder (game.exe file), the second scene didn't appear!

(temporary file erased)

41
Technical forum / Re: Wrong actor3d detection
« on: December 12, 2006, 12:57:39 PM »
About purposes =) Here is very simple example. Player must take telephone's cover and drop wherever, and then put the ringer item from inventory to the telephone. Finally, player must put telephone's cover back to the telephone.

About trouble... Look for game.script and delete Sleep() procedure (there's only one). And then for example, you can take the cover too, but you will never can use it on telephone. By the way, the trouble is specified not for .Active property only, but for .DropToFloor one also. Look for Sleep() procedures in class_iih.script.

(temporary file removed)

P.S. I suppose, my english wasn't very bad :)

42
Technical forum / Re: Wrong actor3d detection
« on: December 11, 2006, 04:07:09 PM »
Well, this isn't universal solution, but it's really help me now. Thanks! :)

Huh, another question ;)
Code: [Select]
ac.Active=FALSE;
Sleep(1); // without this line the "ac" doesn't dissapear
ClickObject=Game.ActiveObject;
ac.Active=TRUE;
After I started use .StickToRegion, I found new trouble: time, elapsed between command "ac.Active=FALSE" and dissapearing actor3dx object "ac", aren't zero. So because of object "ac" is always under mouse cursor, Game.ActiveObject contains of "ac". To proceed command "ac.Active=FALSE" I used "Sleep(1)" to wait for the object vanish, but there's not accessible solution. Is some actor3dx method to do elementary object tick?

43
Technical forum / Wrong actor3d detection
« on: December 11, 2006, 02:32:20 PM »
Hi! I have some actor3dx for minigame and "occassionaly" find very bad thing: sometimes WME doesn't detect active object (Game.ActiveObject) truly. I don't understand what the matter, but now this is big trouble for me :(

In example there are two objects only: telephone and ringer (both actor3dx type). The ringer is in telephone. The objects display correctly, but Game.ActiveObject is wrong! (when mouse cursor is over ringer) So there is only one object in the scene -- telephone. How to avoid this situation? Any ideas?

(temporary file removed)

44
Technical forum / .AddAttachment() method
« on: November 30, 2006, 04:19:58 PM »
Is there possibility to choose not only parent bone, but the attached object bone. E.g.
Code: [Select]
actor.AddAttachment(FileName,AttachmentName,AttachmentBone,ParentBone);Huh, WME used (0,0,0) point, it's the same as AttachmentBone=NULL :) I want to create many objects attached each other (danceround). But each object must not attach (0,0,0) point to ParentBone another one.

45
Technical forum / Re: Moonwalking Trinity
« on: November 07, 2006, 10:30:18 AM »
Quote
If one of your actors doesn't move, you can place him into a blocked area.

There are no accessibility to use together blocked 2D-region and 3D-actor, aren't it?

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