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Latest WME version: WME 1.9.1 (January 1st, 2010) - download

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Topics - rice

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1
Bug reports / Keyboard.IsAlt attribute
« on: June 16, 2014, 04:04:50 PM »
I'm using the latest beta build (1.10.1) on Windows 7.  I added the following code to the Keypress event in game.script in the wme_demo project.  Nothing else in the project has been modified.

Code: WME Script
  1. if(Keyboard.KeyCode==VK_HOME && Keyboard.IsAlt==true)
  2. {
  3.   actor.Talk("You said the magic word.");
  4. }
  5.  

Pressing Alt+Home does not produce the line of text.  Strangely, Ctrl+Alt+Home works!  Replacing IsAlt with IsControl or IsShift makes the code work as expected. e.g. Ctrl+Home and Shift+Home will call the statement inside the block.

Note:  I've tried replacing VK_HOME with other keyboard codes just to make sure that wasn't some special binding, and the behavior is unchanged.

2
Technical forum / QuitGame event handler
« on: June 16, 2014, 12:36:35 AM »
I'm reading the code for the included projects line by line.  In wme_demo, there is an event called "QuitGame".  I can't find this in the documentation or in the script files.

Where is it defined?  In the, um, event I'm not overlooking something, what other events aren't documented?

3
Technical forum / this keyword
« on: December 28, 2013, 11:41:53 AM »
I've tried searching the forums, but "this" and "this keyword" and "this." yields a lot of results, as you can imagine.

You can attach a script to an object either using the SceneEdit app or by calling the AttachScript method in your code.

What I don't understand is why when using, for instance, the SetCursor method on an object, I have to call that method using the this keyword.  I've tried referencing the object by its name in both scene_init.script and oldguy.script.

For example, my first attempt was to call OldGuy.SetCursor("sprites\system\cur_wait.sprite"); in scene_init.script, but that did not work.  Saving the return value and printing it using Game.Msg(setcursor_result); produced a null type.

Moving it to oldguy.script didn't work either.  But calling this.SetCursor("sprites\system\cur_wait.sprite"); in that script created the behavior I was looking for.  Hovering the mouse over that object changed the cursor to the hourglass sprite.

I'd simply like to know why.  The script reference makes it unclear which methods only work this way.  Otherwise, it's not a problem.

4
Technical forum / Blender 2.69
« on: December 14, 2013, 05:11:03 PM »
Can someone please confirm that the DirectX exporter for Blender 2.69 works?

I've been playing with it this morning.  No luck yet.




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