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Messages - TheDerman

Pages: 1 2 [3] 4 5 ... 15
31
Technical forum / Re: exporting character files
« on: November 21, 2007, 08:52:17 AM »
Don't know if this has anything to do with anything, but my ProjectMan.log file is full of "Loader start" and "cleanup" messages. Is it not supposed to be?

1.8.1

32
Technical forum / Re: Response audio file
« on: November 19, 2007, 01:40:08 PM »
That's great man - you should write a book about WME.  ;) ;D

Thanks.

33
Technical forum / Re: Response audio file
« on: November 19, 2007, 12:56:33 PM »
I'm not stubborn.  ;D

I just don't fully understand the string table thing yet, and I'm trying to make a demo, in English, so I'm planning on worrying about the whole string table thing and localisation later on, when I actually have to localise the game. If it works, it's not bad really. Nobody but me (and you) will know about it.  ;)

But I was actually thinking of doing exactly what you say, so at least I might be starting to understand arrays.  8)

It just seemed strange that I can easily use actor.Talk("text", "path/audio.ogg"); to make my actor talk with sound, but there was nothing built in for adding an audio file to the responses. Responses are an integral part of the game, so it didn't make sense. Unless I'm missing something...?

34
Technical forum / Re: Response audio file
« on: November 19, 2007, 12:42:17 PM »
But what if I don't have a string table file?

35
Technical forum / Re: Response audio file
« on: November 19, 2007, 12:32:48 PM »
Code: WME Script
  1. // let the player choose one
  2.     Selected = Game.GetResponse();
  3.  
  4.     // let the actor say the selected sentence
  5.     // (that's why I use the array for storing the sentences)
  6.         Game.Interactive = false;
  7.     actor.Talk(Responses[Selected]);
  8.  

That seems to govern what the actor "says" when you select a response. But where do I associate the audio file for each response?

36
Technical forum / Re: Response audio file
« on: November 19, 2007, 11:32:51 AM »
Wouldn't it be easier to just let me associate a sound file with the responses I'm "adding"...? I can add icon files, and hover icon files, so why not a sound file too?  ???

37
Technical forum / Response audio file
« on: November 19, 2007, 09:16:18 AM »
Hello,

How do I add audio files to responses? I've got all my dialogues setup, and the normal actor.talk line audio files setup, but AddResponse doesn't seem to mention audio files, so I don't know where to reference them.

Thanks.

38
Technical forum / Re: Window button/static scripts
« on: November 19, 2007, 05:20:28 AM »
Ok, I deleted the inner while and sleep (that DOES sound cool  8)), and it works the exact say way, so if anyone is interested:

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. global IsDragging;
  4.  
  5. ////////////////////////////////////////////////////////////////////////////////
  6. on "LeftClick"
  7. {
  8.  IsDragging = true;
  9.  
  10.  while(IsDragging)
  11.   {
  12.    if(Game.MouseX>516 && Game.MouseX<618)
  13.     {
  14.      this.X = Game.MouseX;
  15.          Game.SetGlobalMusicVolume(this.X-517);
  16.         }
  17.    Sleep(1);
  18.   }
  19. }
  20.  
  21. ////////////////////////////////////////////////////////////////////////////////
  22. on "LeftRelease"
  23. {
  24.  IsDragging = false;
  25. }
  26.  

39
Technical forum / Re: Window button/static scripts
« on: November 18, 2007, 09:47:01 PM »
Actually, maybe you are right.  8)

But anyway - it works fine - so I'll just leave it.


40
Technical forum / Re: Window button/static scripts
« on: November 16, 2007, 04:05:17 PM »
here you go:

Code: WME Script
  1. #include "scripts\base.inc"
  2.  
  3. global IsDragging;
  4.  
  5. ////////////////////////////////////////////////////////////////////////////////
  6. on "LeftClick"
  7. {
  8.  IsDragging = true;
  9.  
  10.  while(IsDragging)
  11.   {
  12.    while(IsDragging && Game.MouseX>516 && Game.MouseX<618)
  13.     {
  14.      this.X = Game.MouseX;
  15.          Game.SetGlobalMusicVolume(this.X-517);
  16.      Sleep(1);
  17.         }
  18.    Sleep(1);
  19.   }
  20. }
  21.  
  22. ////////////////////////////////////////////////////////////////////////////////
  23. on "LeftRelease"
  24. {
  25.  IsDragging = false;
  26. }
  27.  

This goes in the script for the music slider BUTTON. It creates a dragable area which is 100 pixels wide, which relates directly the the 0-100% range of the volume. You also need to put a LeftRelease handler on the actual window script and set IsDragging=false; in there so that releasing the left mouse button always stops the slider BUTTON dragging, no matter where you release the left mouse button.

Also, as with any script, it might not work perfectly for what you personally want to do.  8)

41
Technical forum / Re: Window button/static scripts
« on: November 16, 2007, 04:09:31 AM »
Thanks. My sliders are now working perfectly.  8)

I actually set the volume in the loop that controls the slider, as I have a percentage display for the volume as well, which is updated as you move the slider back and forth.

42
Technical forum / Re: Window button/static scripts
« on: November 16, 2007, 12:12:39 AM »
Thanks.  8)

I can do the dragging bit though, as I don't see it being any different to how I dragged around the pieces of paper in my torn note puzzle. I'm just asking about linking scripts to buttons, and where the "LeftClick" etc goes in relation to a button, as I've never done that before. I've only done it with with scene entities, not window buttons.

43
Technical forum / Re: Window button/static scripts
« on: November 15, 2007, 08:45:22 PM »
Thanks.  8)

So, do I link the button to a script in the button definition, and then in that button script, put on "LeftClick" etc, as I would with a scene entity?

44
Technical forum / Window button/static scripts
« on: November 15, 2007, 08:21:27 PM »
Hello,

I'm trying to make volume sliders in a window, and I'm wondering how to make a button or static control dragable?

The way I did it for a torn note puzzle was to have a loop on "LeftClick" which positioned the note pieces wherever the mouse cursor was, and then on "LeftRelease" locked them into a position.

I was thinking I would make my volume sliders in a similar way, but the difference is the torn note was in a scene, whereas my volume sliders are in a window.

So, can button or static controls have LeftClick and LeftRelease handlers somehow - maybe in their own scripts? I haven't come across this, as normally the window has a script, and it's just on "ButtonName" to do something, but I don't see how I could do what I want, with just that.

Thanks.

45
Technical forum / Re: Some general sound questions
« on: November 13, 2007, 03:32:11 PM »
Ok man - I think I get it all now - well, enough to do what I need anyway.

Thanks.  8)

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