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Messages - lof

Pages: [1] 2
Help wanted and offered / Re: Leap Of Fate is looking for you!
« on: April 01, 2013, 08:34:52 PM »
still looking  :o

Technical forum / Re: How do you Stop an object from Scrolling?
« on: December 29, 2012, 08:42:13 AM »
if it's just a noise effect layer and the player doesn't need to click it, just put noise2.Interactive=false;
this will make the entity transparent to mouse clicks and wont cover over your main layer.

Technical forum / Re: Talking region entities?
« on: December 22, 2012, 11:47:02 PM »
you need to add a var line for your object before accessing it:
var phone= Scene.GetNode("phone");

Technical forum / Re: Learning scripting == actor.hasitem(item)
« on: December 22, 2012, 12:40:21 PM »
i think it depends on how you picked up the item
if you used, actor.TakeItem then your first code should work
but if you picked it using game.TakeItem, then you should check it like this

if (game.HasItem("gun"))

Scripts, plugins, utilities, goodies / Re: Lightmap DLL
« on: December 13, 2012, 03:31:03 PM »
i am guessing it is, but i get why he made this plugin, if you need to make a bunch of scenes with different lightmaps, this tool can come in handy.
no need to make regions, locate them, shape them, select color, just make an extra colored layer of the floor while designing the scene.
cheers  ::beer

Technické fórum / Re: Problém s vytvorením objektu
« on: November 06, 2012, 12:19:55 AM »
you need to use:

var object2 = Scene.GetNode("object2");

Technical forum / Re: Item highlight image in Inventory
« on: October 26, 2012, 08:23:08 PM »
You're welcome :)

Technical forum / Re: Item highlight image in Inventory
« on: October 26, 2012, 05:57:11 PM »
i need to see the whole code, how do you define "item"?
try Game.Log debugging to see what "item" returns.
if its an entity you might want to try item.Name.

Help wanted and offered / Re: Leap Of Fate is looking for you!
« on: October 10, 2012, 01:27:50 AM »
Hi again,
I made a short presentation video, with some in-game footage for you guyz.
We're hoping to release a full Act 1 (about 2 hours of gameplay) for beta testing by the end of the month.
And we are still looking for background and character designers, if anybody is interested please contact us.


Technical forum / Re: Check if item have been taken
« on: October 03, 2012, 07:20:46 PM »
:) sure no problem.

you can put it all in loop, it should work, but i haven't tried it.

Code: WME Script
  1. while (true)
  2. {
  3. if (Game.HasItem("200euro") && Game.HasItem("I_Hairpin") && Game.HasItem("I_lipstick"))
  4. {
  5. Game.ChangeScene("scenes\Basement\Basement3\Basement3.scene", false, false);
  6. }
  7. else
  8. {
  9. Sleep(200);
  10. }
  11. Sleep(20);
  12. }

Technical forum / Re: Check if item have been taken
« on: October 02, 2012, 11:33:55 PM »
hmm it should work.
when picking up items are you using Game.TakeItem or actor.TakeItem ?

i am assuming this happens in a script file with , on "LeftClick" and attached to the exit entity?

Technical forum / Re: Check if item have been taken
« on: October 02, 2012, 07:33:06 PM »
if (Game.HasItem("itemname") && Game.HasItem("itemname") etc etc etc)
actor.Talk("I need to pick up, itemnames before leaving the room.");

Technical forum / Missing Blender export script:
« on: September 29, 2012, 09:44:57 PM »
Hi, can anyone post the blender export script:

It appears to be unavailable from the documentation links (

We can't get any camera from blender's 3ds export (blender 2.49, as needed).

Help wanted and offered / Leap Of Fate is looking for you!
« on: September 28, 2012, 06:10:41 AM »
We are a small indie team, working on a new point n' click adventure game.
We already have software developers, writers, musicians and some graphics are done.

We need talented artists (concept, animation, design), who love adventure games and want to be a part of the project.
If you love character / background design, and think you are capable of teamwork,
we'd love to hear from you.

The "Leap of fate" team.

Technical forum / Re: Placing items in a scene
« on: September 22, 2012, 11:10:16 AM »
i use a different approach to do this.
i create the entities inside the scene and place them in the correct z-index order, after the background and before the floor, then i deselect the active box.

now when you want it to show in your scene just add this to the script

var DriedLeavesEntity = Scene.GetNode ("EntityName");

usually you would like to create an extra BLOCK region around this entity, if you don't want the actor to step on it too.

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