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Topics - dreamfighter

Pages: [1]
1
Technical forum / loop sound in my scene
« on: May 17, 2008, 10:12:39 PM »
i would like to looping a sound fx in my scene, how can i do? i would like to controle volume of this sound fx too

i put this in my scene_init.script
Game.PlaySound("sound\soundfx.ogg");

so it's playing my sound but after seconds it stop
how can i loop this sound?

thank you very much


2
Technical forum / Help with dialogues
« on: May 17, 2008, 09:30:53 AM »
Hello
i have a scene with animated sprites.
i have two actors
i use in my scene dialogue texte with audio file:
my code:

actor1.Talk("blah blah blah blah blah blah blah blah", "sounds\blah.ogg");
actor2.Talk("blah1 blah1 blah1 blah1 blah1 blah1 blah1 blah1", "sounds\blah1.ogg");
actor1.Talk("blah2 blah2 blah2 blah2 blah2 blah2 blah2 blah2 blah2 blah2", "sounds\blah2.ogg");
actor2.Talk("blah3 blah3 blah3 blah3 blah3 blah3 blah3 blah3 ", "sounds\blah3.ogg");   

This code works fine, but my problem is there is a pause between two dialogues (example between dialogue blah and dialogue blah1 i have a little pause,  few seconds)
how can i do to to cancel this little pause to make my dialogues more fluid?
i think perhaps my audio files are too long? it could be?
thanks for help



3
Technical forum / Fade music when start game
« on: May 16, 2008, 09:38:00 PM »
Hello everybody

I have music playing in my game menu (in my scene_init.script i have this code :

if(!Game.IsMusicPlaying()) Game.PlayMusic("music\fear archive.ogg");

var WinMenu = Game.LoadWindow("interface\system\firstmenu.window");
WinMenu.GoExclusive();

i would like when i clic on the start button of my menu, stopping music in fade out while the new scene is loading
this a part of code in my firstmenu.script:

on "start"
{   
 
  Game.ChangeScene("scenes\Bureau_police\Bureau_police.scene");
  Game.UnloadObject(this);
}
actor.Active = true;



i found a fade music topic  but the command doesnt work with my script, so someone can help me ?

Thank you very much

4
Technical forum / i don't understand footstep for 2d actor
« on: May 10, 2008, 02:41:05 PM »
hello everybody

since yesterday i read all the post about footsteps and really i don't understand. i saw the 3d demo trinity but i use a 2d sprite actor for my game and not a 3d actor.
so i understood that i need to copy this script

on "footstep"
{
 // get a region the actor is standing in
 var Reg = Scene.GetRegionAt(this.X, this.Y);
 if (Reg!=null)
 {
   // play a sound depenging on a surface
   // "xSurface" is a custom property we defined in SceneEdit
   switch(Reg.xSurface)
   {
     case "grass":
       this.PlaySound("footsteps\grass.ogg");
     break;
 
     case "wood":
       this.PlaySound("footsteps\wood.ogg");
     break;
 
     // add more sounds here...
   }
 }


in myactor.script




but i don't understand about this part:

 ANIMATION
  {
    NAME="walk"
    LOOPING=TRUE
   
                EVENT
                {
              FRAME = 2
                 NAME = "footstep"
                }
      EVENT
      {
         FRAME = 20
         NAME = "footstep"
      }   

  }
i don't know where i need to put this part in my actor definition file.




my original actor definition file is:

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

ACTOR
{
  NAME = "Nolan"
  CAPTION=""
  SCALABLE = TRUE
  INTERACTIVE = FALSE
  X = 400
  Y = 460
  SCRIPT="actors\Nolan\Nolan.script"

  FONT = "fonts\outline_red.font"


  ANIMATION
  {
    NAME       = "idle"
   
    LEFT       = "actors\Nolan\ll\stand.sprite"
    RIGHT      = "actors\Nolan\rr\stand.sprite"
    UP         = "actors\Nolan\uu\stand.sprite"
    DOWN       = "actors\Nolan\dd\stand.sprite"

    UP_LEFT    = "actors\Nolan\ul\stand.sprite"
    UP_RIGHT   = "actors\Nolan\ur\stand.sprite"
    DOWN_LEFT  = "actors\Nolan\dl\stand.sprite"
    DOWN_RIGHT = "actors\Nolan\dr\stand.sprite"
  } 

  ANIMATION
  {
    NAME       = "walk"
   LEFT       = "actors\Nolan\ll\walk.sprite"
    RIGHT      = "actors\Nolan\rr\walk.sprite"
    UP         = "actors\Nolan\uu\walk.sprite"
    DOWN       = "actors\Nolan\dd\walk.sprite"

    UP_LEFT    = "actors\Nolan\ul\walk.sprite"
    UP_RIGHT   = "actors\Nolan\ur\walk.sprite"
    DOWN_LEFT  = "actors\Nolan\dl\walk.sprite"
    DOWN_RIGHT = "actors\Nolan\dr\walk.sprite"
     }


  ANIMATION
  {
    NAME       = "talk"
   
    LEFT       = "actors\Nolan\ll\talk.sprite"
    RIGHT      = "actors\Nolan\rr\talk.sprite"
    UP         = "actors\Nolan\uu\talk.sprite"
    DOWN       = "actors\Nolan\dd\talk.sprite"

    UP_LEFT    = "actors\Nolan\ul\talk.sprite"
    UP_RIGHT   = "actors\Nolan\ur\talk.sprite"
    DOWN_LEFT  = "actors\Nolan\dl\talk.sprite"
    DOWN_RIGHT = "actors\Nolan\dr\talk.sprite"
  }

  ANIMATION
  {
    NAME       = "turnleft"
   
    LEFT       = "actors\Nolan\ll\turn.sprite"
    RIGHT      = "actors\Nolan\rr\turn.sprite"
    UP         = "actors\Nolan\uu\turn.sprite"
    DOWN       = "actors\Nolan\dd\turn.sprite"

    UP_LEFT    = "actors\Nolan\ul\turn.sprite"
    UP_RIGHT   = "actors\Nolan\ur\turn.sprite"
    DOWN_LEFT  = "actors\Nolan\dl\turn.sprite"
    DOWN_RIGHT = "actors\Nolan\dr\turn.sprite"
  }
 
  ANIMATION
  {
    NAME       = "turnright"
   
    LEFT       = "actors\Nolan\ll\turn.sprite"
    RIGHT      = "actors\Nolan\rr\turn.sprite"
    UP         = "actors\Nolan\uu\turn.sprite"
    DOWN       = "actors\Nolan\dd\turn.sprite"

    UP_LEFT    = "actors\Nolan\ul\turn.sprite"
    UP_RIGHT   = "actors\Nolan\ur\turn.sprite"
    DOWN_LEFT  = "actors\Nolan\dl\turn.sprite"
    DOWN_RIGHT = "actors\Nolan\dr\turn.sprite"
  } 
}


so can you help me or send me an example with 2d actor sprite

thank you very much for helps


5
Technical forum / entity talk
« on: May 09, 2008, 05:43:33 PM »
Hello everybody

someone can help me?
at the start of my scene, my actor walk across the scene and start to talk with a character (animated entity).
but how can i do to make reply of my entity ?
so in my scene edit script i put:

  #include "scripts\base.inc"

// here comes the stuff which initializes the scene

actor.SkipTo(200, 300);
actor.GoTo(540, 540);
actor.Direction = DI_RIGHT;
actor.Active = true;
actor.Talk("Hello ! ");
this.Talk("Hello, miss."); ??????????

////////////////////////////////////////////////////////////////////////////////

so my actor walk and talk (said hello) to the entity, but i don't know how to do to have the reply (hello miss) of the entity.
someone can help me?
thanks

6
Hello everybody

i have an office background with filecabinet. there is a drawer, and i would like when my actor clic on the drawer to open it, appear a new window (300x300) into my scene to see the content of drawer. is it possible? if it's possible someone can help me to create the script? i'm graphist but not a coder and really i don't know any script language. if someone can help me it will be very nice.

thank you very much

7
Technical forum / Help with a script
« on: April 22, 2008, 09:18:31 AM »
Hello every body

I'm not a coder and english is not my language, so sometimes it's difficult for me to understand, so forgive if my very newbies questions !
 i Saw a script at this adress
http://wiki.dead-code.org/wakka.php?wakka=IconBased&v=5ir

so i'm understand the part 1, 2, and i pasted the script in the good place
but in part free i dont understand something:

Then in your test scene put the following code:
dlgObject.initializeDialogue("scripts\reactions.script");
dlgObject.insertIcon("first","icon.png","icon.png"); // insert some real image file instead of icon.png
dlgObject.insertIcon("second","icon.png","icon.png"); // insert some real image file instead of icon.png
dlgObject.insertIcon("third","icon.png","icon.png"); // insert some real image file instead of icon.png

what is the test scene? where i need to put this script part exactly?
can you help me?
Thanks for help

8
Hello

someone know if it's possible to export character since poser to use in WME? Do you know a tutorial to explain what format i need to use to export my character since poser (obj, 3ds etc...)and how to do to import in WME with a motion? i searched on the forum but i didn't found.
Thanks for help

9
Technical forum / how to make appear region after minutes in my scene?
« on: April 20, 2008, 11:02:14 AM »
Hello everybody

i have a question about region. Sorry for my english language, so i 'm trying to explain clearly my pbs.
I would like to know if it's possible to make appear a region (region with cursor to go out to another scene) after few minutes. I have an animation with a subway arriving in a subway station. i want to wait the subway animation stop to make appear a region to allow to my character enter in the interior of subway (in fact character go to another scene with subway interior). Is it possible to make this with a script?
So thank you very much and have a nice day.

10
Technical forum / little pbs with package
« on: March 23, 2008, 08:33:22 PM »
hello

i try to compil 2 little levels that i made but i have error when i try to make package
my errors are

line 6: variable 'Nolan' (is my actor)is referenced but not defined
line 7: variable 'Nolan' (is my actor)is referenced but not defined
error applying filter to file 'scenes\front\scr\scene_init.script

i don't know what is it
can you help me?

thank you very much

11
Technical forum / pbs with video intro
« on: March 22, 2008, 06:15:07 PM »
Hello everybody

i'm new on this forum. thank you very much to the creators of this fabulous engine.
i don't know anythings in scripting. i searched all the post talking about video. i tried various things that i read but i have always pbs.
i want to put an avi video on intro of my game: so when i test my game i want to have this video first, and intro wintermute (intro logo) and after to have the menu of my game.
how can i do that?
i tried to copy  this command in a script of a new scene that i created changin info path and name with mine but it doesn't work
Game.PlayVideo("path\MyVideo.avi");
i'm really newbies and i don't understand how to do
someone can help me?
thanks

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