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Messages - Rocco

Pages: 1 [2] 3 4 ... 6
16
Technical forum / Re: skip talk, without selecting activeObject
« on: March 02, 2006, 03:42:02 PM »
ok, this aren't good news for me.
i have a two klick interface now, left klick -> use, right klick -> look.
so i have only 1 cursor, and for easier gameplay i create an use and look cursor.
but they only come up when the player press the mouse (left mouse -> use icon) (right icon -> look icon)
and when the mouse is released the standard cursor is coming up.
and i dont want to cancel this funtionality.
I must find a workaround for this. 

17
Technical forum / Re: skip talk, without selecting activeObject
« on: March 01, 2006, 04:05:42 PM »
it works with the control variable, but the next problem is when the player dont skip the text,
then it needs 1 click to reset the variable and to play on.
so i must know if the player had the skipped the text or not, is this possible??

EDIT: IsTalking is also not possible, cause when the klick event is processed the talking is already skipped, right?

18
Technical forum / Re: Special event?
« on: February 28, 2006, 09:58:06 PM »
thanks mnemonic, this works for me  ::rock

19
Technical forum / Re: skip talk, without selecting activeObject
« on: February 28, 2006, 09:55:01 PM »
yes, cause i have another rollover graphic for the click event:

Code: [Select]
Game.SetActiveCursor("sprites\system\rune_RO_look.sprite");
and on release the graphic releases also ( i updated the function above)
i guess a controlvarible can do the trick. i give it a try.

20
Technical forum / Re: Special event?
« on: February 28, 2006, 09:10:14 PM »
its karneval today  ;D

AnyItem means not a specific one, but rather all items the player carry in this situation

21
Technical forum / Re: skip talk, without selecting activeObject
« on: February 28, 2006, 09:08:25 PM »
yes i have overloaded the talk method, so i can use the skip function or disable it

Code: [Select]
method Talk(var txt,var soundfile,var duration, var stances, var alignement, var skip)
{
if (skip)
this.Talk(txt,soundfile,duration,stances,alignement);
else
{
Game.Interactive = false;
this.Talk(txt,soundfile,duration,stances,alignement);
Game.Interactive = true;
}
}

maybe i can use a controlvariable for this.
and mnemonic have you an idea for this -> http://forum.dead-code.org/index.php?topic=1385.0

22
Technical forum / skip talk, without selecting activeObject
« on: February 28, 2006, 05:45:49 PM »
i have this code:

[code]on "RightRelease"
{
   Game.SetActiveCursor("sprites\system\rune2_ro.sprite");
   // what did we click
   if(Game.SelectedItem!=null)
   {
      Game.SelectedItem = null;         // deselect an attached item
   }
   else
   {
   var ActObject = Game.ActiveObject;

23
Technical forum / Special event?
« on: February 28, 2006, 04:24:31 PM »
i have an region entity, and in the script for this entity something like:
cup.script

Code: [Select]
on "Use"
{
  phantom.Talk("/ROOM1030/Der ist schon ganz verstaubt, ich lass ihn lieber da stehen.");
}

on "LookAt"
{
  phantom.Talk("/ROOM1031/Ein Reservebecher, falls ich Besuch bekomme.");

}

this is a 'blind' entity - has no relevance for the game.
if i try to combine an item with this, i have a standard comment like - "cannot combine these items"
but i want an standard message only for this special entity for the player trying to combine an item with this entity.
like:

Code: [Select]
on "Use"
{
  phantom.Talk("/ROOM1030/Der ist schon ganz verstaubt, ich lass ihn lieber da stehen.");
}

on "LookAt"
{
  phantom.Talk("/ROOM1031/Ein Reservebecher, falls ich Besuch bekomme.");

}
on "AnyItem"
{
       phantom.Talk("/ROOM1033/This cup is empty and cannot carry this item
}


what can i do here?

24
Game announcements / Re: mdq insident proyect
« on: February 28, 2006, 09:20:50 AM »
looks very interesting, is that cellshading?

25
Technical forum / Re: Any smoke/fog plugins?
« on: January 29, 2006, 07:58:23 PM »
is this only for 3d scenes?
or useable also for normal 2d scenes?

26
Technical forum / Re: FMV in theora
« on: December 18, 2005, 12:47:28 PM »
which max settings was used by you??
I have the same problem (export from max), the best result i got was with uncompressed .avi output.
But this is very hardware-intense, and i get a filesize from around 300mb for a 3 sec sequence.
but i didnt experiment very long, but with compressed .avi settings the theora output was with flicker on some areas on the screen.
what compressed setting works best, would be very interesting for me.

27
Technical forum / Re: Inventory - Item hunting
« on: December 15, 2005, 08:05:17 PM »
big thx,   ::thumbup

28
Technical forum / Inventory - Item hunting
« on: December 14, 2005, 05:03:38 PM »
hello mnemonic,

i use *.png images for my inventory- items, so you can only klick on the item itself,
now i have the problem that an item which is long and thin is very hard to choose,
cause most of the rectangle from the item  is transparent. (65x65)
i tried an rectangle on the item itself with transparent setting 1, and noticed that items with tranparence only choosable with an transparence stetting from 50 and above,
but you can imagine that this solution is not passable.

what should i do?
is there a setting to define an clickable area in the item definition file?

thanks for suggestions,
greets
rocco

29
Technical forum / Re: sound entity dont want play
« on: November 27, 2005, 05:26:05 PM »
k, thanks, i use also a separate menu scene.
so my hope was for a command like StopAllSounds or similar.

30
Technical forum / Re: sound entity dont want play
« on: November 27, 2005, 04:40:08 PM »
next problem,
i want to stop all sounds, when the player goes to the menu screen.
but i dont know how to manage these.

i tried
Game.StopSound();

and

var sound = Game.IsSoundPlaying();
sound.StopSound();

but didnt work

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