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Messages - NolaADD

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1
Technical forum / Re: Leaving a scene
« on: October 01, 2008, 07:04:45 PM »
blockedarea.enabled = true;



Yes, I realize that's how I would enable it. What I need to know is how to implement the code that would enable the region again as soon as the game realizes that the player isn't going to leave the scene, and which script to put that code in.

2
Technical forum / Re: Leaving a scene
« on: October 01, 2008, 03:00:15 PM »
So in the door.script, I would say:

Code: [Select]
on "LeftClick"
{
     blocked_area.enabled=false;
}

But what would the code look like that enables the area again if the player clicks on anything else?

3
Technical forum / Re: Leaving a scene
« on: September 29, 2008, 06:27:26 PM »
If I do that, is there a way to get the actor to ignore the blocked region only if the player has clicked the door, or do I have to manually disable the area when the door is clicked, and then enable it again if anything else is clicked?

4
Technical forum / Leaving a scene
« on: September 26, 2008, 06:41:53 PM »
In the game I'm developing, I'd like to have the actor walk through a door to exit a scene. The problem is that I don't want the actor to be able to walk through the door unless the open door is clicked on, in which case, the game should turn inactive, the actor walks out, and the scene changes. If I extend the floor region to include the path through the door, the actor will accidentally leave the scene when anything to the right of the door is clicked. But if I don't have the floor region extended that far, the actor isn't able to leave the scene when the door is clicked. Is there a way to have a region of the floor unable to be entered by the actor, unless the game is inactive and the player is trying to leave?

5
Technical forum / Object.variable?
« on: September 24, 2008, 09:38:46 PM »
I'm trying to write a script for the game I'm developing that allows specific mouseover captions for objects, based on the inventory item that is selected. So for example, if you selected a hammer and moused over any object, the default caption would be "use hammer with [object]", but if you moused over a toolbox, it would say "put hammer back in toolbox".

I have the special captions stored inside the objects' script. For this example, toolbox.script contains this attribute: toolbox.hammer = "put hammer back in toolbox"; so that when you mouseover with the hammer, the game.loop script looks for ActiveObject.SelectedItemName and if it exists, displays that caption instead of the default one. The problem is, I can't seem to find a way for game.loop to test whether or not ActiveObject.SelectedItemName exists. I've been told that eval() is a possibility, because it can turn a string into a command, but Wintermute doesn't support it. What would the code look like that would allow me to test this dynamically?

6
Technical forum / Re: Button Mouse Events
« on: September 17, 2008, 03:14:49 AM »
Thanks, this is a huge help!

7
Technical forum / Re: Button Mouse Events
« on: September 16, 2008, 08:39:08 PM »
Oh, I see. But how do I access the static control object from the script of the button? Do I set it as a global variable?

8
Technical forum / Button Mouse Events
« on: September 16, 2008, 03:53:51 AM »
I've been searching back and forth through both the forum and the documentation, and I can't find a solution to this anywhere.
I have a window with some static control objects displaying text from a savegame file, and some buttons. When I mouseover the buttons, their image changes because of a hover image, but I can't figure out a way to get them to trigger a Mouse Entry event to make the font of the static control objects change when the user mouses over a button.
Is there a way to do this, or am I wasting my time?

9
Technical forum / Re: Closing the game with a window open
« on: September 15, 2008, 03:48:40 AM »
I had the same thought, but like you said, the window doesn't receive the event.
Is there another command I can use to pause the game, instead of going into system exclusive mode?

10
Technical forum / Re: Closing the game with a window open
« on: September 14, 2008, 06:20:39 AM »
Well, in the menus I'm using, there is no X button, and you just click outside the window or press esc to close them, which works perfectly. That's not the problem.
The issue is the close button for the game window. normally it works fine; it calls up the "do you want to quit" window, which closes the game, but when a menu is open, the button does nothing at all. I'm wondering if this has something to do with the GoSystemExclusive() command?

When I said the windows were crashing, I just meant during normal testing / debugging. If I forgot to define a variable, etc., I would have to use the Task Manager to close the game, rather than being able to just click the close button.

11
Technical forum / Closing the game with a window open
« on: September 14, 2008, 12:47:19 AM »
I've been searching the forums for an answer to this, but I can't seem to find one.
When I'm in Windowed Mode and a window is open, such as the main menu or the save/load screens, the close button gets disabled. Is there a way to keep it from doing this? I'm working on making animated menus, and whenever one crashes, I have to use the Task Manager to close the program, which is frustrating.

12
Technical forum / Re: Swapping items in inventory
« on: September 12, 2008, 05:17:36 AM »
Worked like a charm. Thanks!

13
Technical forum / Swapping items in inventory
« on: September 10, 2008, 08:24:06 PM »
I've been developing a game for about a month now, and I've recently run into a wall.
Let's say I have three items in my inventory: an empty glass, a watch, and a bowl. If I want to give the user the ability to use the empty glass on a pool of water and fill it up, using Game.DropItem("glass_empty") and Game.TakeItem("glass_water"). It replaces the empty glass, but puts the new glass at the end of the inventory. How do I get it to keep it in the same position in the inventory as the original, so it looks like it simply replaces it?

Also, using Game.DeleteItem() instead of Game.DropItem() causes the cursor to disappear and freezes the inventory, but I'm not sure why. Game.DropItem() works fine, but obviously I don't want to drop every item back into the scene when I want it to be destroyed or replaced.

Any tips?  :)

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