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Messages - robot

Pages: [1] 2 3
1
Technical forum / Does Objects have unique numbers?
« on: February 13, 2015, 11:35:00 PM »
Hi erverybody,

i wonder if wintermute objects (entitys and regions) have a unique number intern?!

i want to use this for an index to save hotspot states

2
Technical forum / multiple line editor
« on: June 19, 2014, 10:35:55 PM »
hi!

is there a way to create an editor in a window with multiple lines and also
scroll buttons?

i've nothing found in documentation

lg

3
Game announcements / Re: Major iSepp
« on: April 08, 2011, 03:45:31 PM »
thank you! :)

glad to hear you love it, realy!

i hope there's enough time to produce more episodes...

to all english-people: the new episode is hehehe... how should i say... denglish... shit... i don't know a word for this...

but look:
http://www.youtube.com/watch?v=CfHfZLjUECM&feature=channel_video_title

4
Game announcements / Major iSepp
« on: April 06, 2011, 10:16:37 AM »
hi!

it is not a game and not a demo it is like a digital theater that i produced with wintermute
and it is called "Major iSepp - So ein Theater". language is german!

it is very (very :) hilarious with a big portion of humor perhaps a little bit like monty phyton...


to your own risk:

http://www.youtube.com/user/almsenner?feature=mhum

vieeel spasss!

5
Technical forum / more realistic talk sprite
« on: October 23, 2010, 10:38:51 PM »
i'm looking for a method like getTalkSpriteObject(). what i want to do is to change the delay in the talk sprite to a random value.
(i hope the talking will then look more realistic...  ;))

i triggered a event in the sprite and want to add some code like:

Code: [Select]
  this.Pause();
  Sleep(Random(50,200));
  this.Resume();

but therefore i need the talk sprite object to access...

6
Technical forum / Re: Error after Game.DeleteEntity()
« on: October 14, 2010, 07:29:52 PM »
hi! thanx for your answer.
yes, the script is attached to this entity. but the delete command is the last command in this script...
and the error occurs later in an other script. maybe its a little to much scripts involved there so i made another test
and i can reproduce the error:

i created a new scene with one entity object and a region.
in the scene_init script i added following code:

Code: [Select]
var t = Scene.GetNode("obj");
t.Active=false;
Game.DeleteEntity(t);

Scene.GetNode("region1");

it crashes in the last line...

7
Technical forum / Re: Error after Game.DeleteEntity()
« on: October 11, 2010, 06:40:21 PM »
yes, the syntax is correct.
it seems that i can not call objects that are after the deleted entity.
hmm, when there isn't a solution i think i have to inactivate them and not to delete them...

8
Technical forum / Error after Game.DeleteEntity()
« on: October 10, 2010, 12:04:36 PM »
hi there  ::wave

i have a problem here (maybe it is a bug):

in a script a sprite entity will be deleted with Game.DeleteEntity("entity1");
after that the error occurs at this command: Scene.getNode("obj");

the order of the objects in the sceneEdit is following:

...
entity
entity1
entity2
object
...

it is interesting that the error doesn't occur when i place the "object" before the entities:

...
object
entity
entity1
entity2
...

has it something to do with the z-order?
it is realy confusing!

9
is there a simple way to get the actual x position of an entity in a scrolling foreground layer?
what i want is to highlight an entity when the actor is near to it.

10
hi there,

to your questions:

Quote
I'm treating them as actors now, but when I leave the scene, I have to make them inactive, or they stay onscreen in the next scene

you have to load them with Scene.LoadActor("..."), then they are only active within the scene and will automatically unload when you leave it

Quote
Should i treat these characters as actors, sprites, or what?

you can dialog with entitys, region entitys or actors, they all have the talk method, but if your character should walk you should use them as actor.

11
Technical forum / Re: Cant reach inventory's sprite object:(
« on: June 14, 2010, 01:09:16 PM »
ok i see so in that case i have to implement the event in the script attached to the inventory.def right?
i tried so, but it didn't trigger so i ask what i've done wrong?

here is the code from the inventory.def:

Code: [Select]
; generated by WindowEdit

; $EDITOR_PROJECT_ROOT_DIR$ ..\..\..\

INVENTORY_BOX
{
  NAME="<unnamed>"
  CAPTION=""
  AREA { 55, 77, 545, 827 }
  EXCLUSIVE=TRUE
  HIDE_SELECTED=TRUE
  ALWAYS_VISIBLE=FALSE
  SPACING=30
  ITEM_WIDTH=100
  ITEM_HEIGHT=100
  SCROLL_BY=1
 
  WINDOW
  {
    NAME="<unnamed>"
    CAPTION=""
   
    IMAGE="interface\inventory\inventory.sprite"
   
    TITLE=""
    TITLE_ALIGN="left"
   
    X=80
    Y=15
    WIDTH=600
    HEIGHT=900
    DISABLED=FALSE
    VISIBLE=TRUE
    PARENT_NOTIFY=FALSE
    TRANSPARENT=FALSE
    PAUSE_MUSIC=TRUE
    MENU=FALSE
    IN_GAME=FALSE
    CLIP_CONTENTS=FALSE
   
    ALPHA_COLOR { 0, 0, 0 }
    ALPHA=0
   
    SCRIPT="interface\inventory\inventory.script"
   
    EDITOR_PROPERTY
    {
      NAME="Selected"
      VALUE="True"
    }

  }
 
  EDITOR_PROPERTY
  {
    NAME="Selected"
    VALUE="False"
  }

}

12
Technical forum / Re: Cant reach inventory's sprite object:(
« on: June 12, 2010, 08:42:51 PM »
hmmm, i'm really confused


this is my animated sprite:

Code: [Select]
; generated by SpriteEdit

; $EDITOR_PROJECT_ROOT_DIR$ ..\..\..\

SPRITE {
  NAME="inventory"
  LOOPING=TRUE
  CONTINUOUS=FALSE
  PRECISE=TRUE
  SCRIPT="interface\inventory\invsprite.script"
  FRAME {
    DELAY = 60
    KEYFRAME=FALSE
    IMAGE = "interface\inventory\inventory1.png"
  }

  FRAME {
    DELAY = 60
    KEYFRAME=FALSE
    IMAGE = "interface\inventory\inventory2.png"
  }

  FRAME {
    DELAY = 60
    KEYFRAME=FALSE
    IMAGE = "interface\inventory\inventory3.png"
  }

  FRAME {
    DELAY = 60
    KEYFRAME=FALSE
    IMAGE = "interface\inventory\inventory4.png"
  }

  FRAME {
    DELAY = 60
    KEYFRAME=FALSE
    IMAGE = "interface\inventory\inventory5.png"
    EDITOR_SELECTED=TRUE
    APPLY_EVENT="gotoRandom"
  }

}

in the script attached to it i have following code:

Code: [Select]
on "gotoRandom"
{
  Game.Msg("dsf");
}

but it doesn't trigger.  ??? ???

13
Technical forum / Re: Cant reach inventory's sprite object:(
« on: June 12, 2010, 04:07:53 PM »
hi! just wanted to start a new topic then i saw this one... may it fits in here:

does the inventory have a owning object?
i ask because my inventory is an animated sprite. now i want to trigger an event and i don't know where i have to catch it
i tried in the game- , scene-  and inventory script -  ::thumbdown
and by the way: when i add a script to the inventory box in the inventory.def file, it doesn't save. perhaps its not meant to add script here?

thanks

14
Technical forum / dynamic method call?
« on: May 28, 2010, 04:50:03 PM »
hi there! is there a possibility to make a dynamic method call? like the ApplyEvent("<name>") ?

15
Technical forum / Re: music loop ran out of sync
« on: May 10, 2010, 10:10:43 PM »
hmm...but both wav sounds start at the same time like i wrote before so i think to preload them makes no difference.
however, i did an workaround:

my aim was to make a metal band playing there instruments seperatly at any time. so the timing of drum, guitar, bass
and vocals has to be correct.
now when the drummer start to play his drums, i also start to play the guitar, the bass and the vocal sound but with
volume 0. so i have to set only the volume to 100 when starting a other instrument.

seems to work, in this sense  ::rock  ;D

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