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Messages - redfox

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91
Technical forum / Re: 3D actor not showing and returning an error
« on: September 16, 2007, 12:01:08 PM »
Out of interest, Is there a way to use any 3D actors and not use Hidden Geometry? Can such things be set in the Scene Editors, such as direction of light and block objects/regions?

92
Technical forum / Re: Creating patches
« on: September 16, 2007, 11:54:33 AM »
Will an update patch override Any corrected data in a distributed pre-packaged game? 

93
Technical forum / Re: 3D Actor fragmotion export
« on: September 16, 2007, 11:49:27 AM »
Which version of Fragmotion are you using? I found that export in Fragmotion 0.9 can be a little 'strange' at times. Do you use multi weighted bone assignments? Perhaps not all the weighting is being saved into the X file.

94
Technical forum / Re: How to change actor3D during game?
« on: September 12, 2007, 10:18:40 PM »
I think I have fixed it, still using the unload object code. It seems my actor wasn't unloading just before a change scene. It left the old version of actor behind, which was re-displayed upon returning, along with the new version. Most strange!

I was getting this error when loading a new actor, which I normally see if the actor was missing, rather than when having 2 of them.

Runtime error. Script 'scenes\room1\scr\scene_init.script', line 28
Call to undefined method 'SkipTo'. Ignored.


But all is working now, Thanks for the help.  :)

95
Technical forum / Re: How to change actor3D during game?
« on: September 12, 2007, 10:02:54 PM »
The actor didn't seem to be unloaded, and continued to display on screen. As far as I can tell from examples and the help files, the code line should have worked? I get a script error.

Code: [Select]
Game.UnloadObject(actor);
When I then call a new version of actor to be loaded, as show above, I have 2 actors appear on screen. The new and the old are displayed... Confusing...

96
Technical forum / How to change actor3D during game?
« on: September 12, 2007, 08:58:46 PM »
During Gameplay, I would like to change the

97
Technical forum / Re: Problem in compiled game
« on: September 12, 2007, 02:01:24 PM »
Quote
It crashes in the particle emitter, once the emitter tells DirectX to paint the sprites. No idea why though  You could probably work around the bug by stopping the particle emitters in the original scene.

I have noticed with my own project that it crashes during some scenes when particle emitters are started, but only when running in compiled mode. The strange thing is that the same particle script/emitter works on other scenes.

98
Technical forum / Re: Counting players actions
« on: August 29, 2007, 02:26:44 PM »
I think I've fixed this.  :D  I needed to set my global to a numeric 0, rather than 'nothing', before it would start counting the events.

Thanks for your help.

99
Technical forum / Re: Counting players actions
« on: August 29, 2007, 02:14:46 PM »
global counter; is in the base.inc file, which is #included at the top of all the script files.

100
Technical forum / Re: Counting players actions
« on: August 29, 2007, 01:17:58 PM »
Hi, Thanks. The code is above, but here it is more clearly; counter is a global.

My event uses this,

counter = counter + 1;

Then on entering a scene I use this to see if more than ten events have been triggered.

if (counter>10)
{
do something
}

I don't understand why it is not working?

101
Technical forum / Re: Counting players actions
« on: August 28, 2007, 05:44:37 PM »
How might I do this?

I have a global called counter.   When I have an event  I use    counter = counter + 1;

Then I check to see when counter is past 10 using   if(counter >= than 10),     but nothing happens.

What might I be doing wrong?

102
Technical forum / screengrab size for save games thumbnails
« on: August 21, 2007, 12:36:59 PM »
When the screengrab is taken in advance for save games thumbnails, using the excellent new code, does the screengrab take a full screen or can it be set to take a quicker smaller size grab of the screen, to stop the game (particles, actors, music) juddering etc?

103
Technical forum / Re: Window's Order
« on: August 21, 2007, 12:31:36 PM »
Thank you for your suggestions, I shall try and use both ideas ( window.Focus() MoveAfter, MoveBefore, MoveToTop, MoveToBottom ) which should stop it happening.

The curious thing is that the windows loading code is only called once per game, (as far as I can tell) which was why I became a little confused as to their order changing.

 :)

104
Technical forum / Changing music - Script Error & Volume Errors
« on: August 16, 2007, 12:07:55 PM »
I have music fading from one channel to another between scenes. However, if the gamer steps back and forth between these scenes, the music fade is interrupted and a script error is generated. The game continues but with the wrong music on the wrong scene. Is there a way to have the music fade out , even if it hasn’t finished fading in ?

Secondly, I noticed that if I have music playing at less than 100%, 50% for example, when I use try to fade the music out, the 50% volume is snapped to 100% before fading. Can this be avoided?  ???

Thanks  :)

105
Technical forum / Window's Order
« on: August 16, 2007, 12:00:36 PM »
Hi. I have several windows that overlay on my screen to create the game interface. Mostly this works fine, however, at Random times the order of those windows changes during a Game.ChangeScene. This leaves the interface and game unusable. How can I specify the order the windows should stay in?

Thanks  :)

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