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Messages - valter.home

Pages: 1 2 3 [4]
46
Technical forum / Re: Inventory box
« on: October 11, 2015, 05:56:57 PM »
I did so, but I do not know if it is a useless work around.
I made copies of Inventory.def changing only the values for the Inventory box.
Then from code I use Game.LoadInventoryBox("interface \ myfile.def") and everything works perfectly.
But I ask you, is that correct or is there an instruction that allows me to change AREA InventoryBox without use this files?
Thank you

47
Technical forum / Inventory box
« on: October 11, 2015, 05:15:52 PM »
Hello, I'm customizing the inventory and I'm trying to change the size dynamically according to the items contained and displaying on one or two lines.
No problem to resize the window and place it at the center of the screen, but I have difficulty with INVENTORY_BOX.
Can I dynamically change the value AREA {x, y, Width, Height}?
Or I should write on the file inventory.def (if that is possible)?

48
Technical forum / Re: on LeftDoubleClick
« on: October 11, 2015, 05:01:12 PM »
Thanks, I did not know yet that way, I'm studying  :)

49
Technical forum / Re: on LeftDoubleClick
« on: October 10, 2015, 07:49:09 AM »
Hello Eborr , thanks for your answer.
I explained myself badly, I know the difference between GoTo () and SkipTo ().
Forget what I said about the run.
If I want to move the character without walking using SkipTo() in on "LeftDoubleClick" event the character jumps to the coordinates of the mouse but immediately reappears where it started and walking the same path. I think that happens so because run the event on "LeftDoubleClick" but also on "LeftClick". Am I wrong?
If after SkipTo()  I write actor.Reset() the character stays in place.

50
Technical forum / on LeftDoubleClick
« on: October 08, 2015, 04:11:32 PM »
Hello everybody, I would like to know if this is the correct way to proceed.
The character walking with left click but runs with the double left click.
At the moment I just move it without animation.
If in game.script simply I insert the code:

on "LeftDoubleClick"
{
    actor.SkipTo (Game.MouseX, Game.MouseY);
}

the character moves to the mouse but immediately after comes back and starts walking because it probably runs on "LeftClick"
If you use:

on "LeftDoubleClick"
{
    actor.SkipTo (Game.MouseX, Game.MouseY);
    actor.Reset ();
}

the character is not coming back.
Is this the right way to write this code?

Thank you

Valter

51
Technical forum / Re: Dialogs balloons
« on: September 28, 2015, 09:22:42 PM »
Thanks for your answer , I work on

Valter

52
Technical forum / Re: Dialogs balloons
« on: September 26, 2015, 09:57:55 AM »
I found in the forum some tips to override the Talk method. Currently this is the way to go or was integrated a native method?
Thanks

Valter

53
Technical forum / Re: Dialogs balloons
« on: September 25, 2015, 08:06:23 PM »
In the online manual I found interesting information but the topic is work in progress ... you can suggest where I might look in the manual or demo that put me on the right track?

54
Technical forum / Complete Symbol and editor
« on: September 25, 2015, 04:38:15 PM »
Is it possible in the script's editor to automate the function Complete Symbol without pressing Ctrl + I? After entering word and dot it would be very convenient to see directly the suggestions of the code... The editor is SciTE but I could change it if necessary
Thanks

Valter

55
Technical forum / Dialogs balloons
« on: September 25, 2015, 04:19:11 PM »
Hello everyone, I recently started using WME, I come from AGS, and I can't understand if is possible make square that contain the dialogues of the characters, the so-called balloons. I have not found in the help specific commands for this, do you think is possible in other ways?
Thank you

Sorry for my bad english  :(

Valter

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