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Messages - rkitting

Pages: 1 2 [3]
31
Technical forum / 3D actor walks slowly with high Velocity setting
« on: July 04, 2008, 07:53:15 PM »
Hello,

we have modelled a character in 3ds max 9 and imported it into wintermute. Normally Velocity=60 should give a normal walk speed, but even with Velocity=120 the model is extremely slow.
Has anyone ever experienced this? Also Scale must be set pretty low (about 35) to get a good size, otherwise it's HUGE.

Thanks.

32
Game announcements / Re: Project Cook(working title) in development
« on: July 02, 2008, 02:33:44 PM »
Very nice! Could you give me a hint how to change the gamma? We would like a gamma slider in our menu as well.

33
Technical forum / Re: The right sequence will open the door...
« on: April 30, 2008, 08:21:30 AM »
What errors are you getting in your wme.log file?

34
It came from bad scripting  :) A block of code couldn't use a declared variable somewhere else in code. I moved the declaration and made it global.

35
Technical forum / Changing response color at runtime
« on: April 21, 2008, 11:52:20 AM »
Hello,

I would like to have a response greyed out if it's been chosen before (like links in internet browsers).
I thought of SetFont(), but that affects the whole window and not just 1 response line.
Is this possible? I've seen it done in other adventure games.


36
Ok tried a different approach and now the width and height properties were changed.
I'm now getting the effect I wanted.

Now I just need to keep windows over character's heads.


Thanks for help :) 

37
I guess the real problem is that I the .Width property of the static control is not changed by SizeToFit(). I wanted to change the width a little after the call to SizeToFit() according to the width before and after.... but the width stays the same.

Only using SizeToFit() puts the text right on edge of clipped! tiled image, no matter how big the dimensions are of the control.

Would be nice to have a way to change margins or padding of text so it doesn't stay on edge of image.

38
Ok, got the resizing working for the static control after specifying a truetype FONT, but still not perfectly. Also the text alignment doesn't work when SizeToFit or HeightToFit is used.

Where exactly should I put the tiledimage and should the static control be the same size as the window?

39
After reading some forum posts I have a window coming up when character talks (window with static control for text).
However SizeToFit() or HeightToFit() doesn't change the size of my static control. Both commands return 'null'.
I have a TiledImage for the window and have also tried the tiled image for the control. Is there anything else I need to do to resize the text control and window
to fit its contents?  Here's my window file:

Code: [Select]
WINDOW
{
  NAME="DialogWin"
  CAPTION=""
 
 
  TITLE_ALIGN="left"
 
  X=110
  Y=115
  WIDTH=780
  HEIGHT=90
  DISABLED=FALSE
  VISIBLE=TRUE
  PARENT_NOTIFY=FALSE
  TRANSPARENT=FALSE
  PAUSE_MUSIC=TRUE
  MENU=FALSE
  IN_GAME=FALSE
  CLIP_CONTENTS=FALSE
 
  ALPHA_COLOR { 0, 0, 0 }
  ALPHA=0
 
  SCRIPT="interface\dialog.script"
 
  EDITOR_PROPERTY
  {
    NAME="Selected"
    VALUE="False"
  }

  STATIC
  {
    NAME="DialogText"
    CAPTION=""
   
    BACK="ui_elements\win_inactive.image"
    TEXT=""
    TEXT_ALIGN="center"
    VERTICAL_ALIGN="center"
   
    X=0
    Y=0
    WIDTH=800
    HEIGHT=100
    DISABLED=FALSE
    VISIBLE=TRUE
    PARENT_NOTIFY=TRUE
   
   
    EDITOR_PROPERTY
    {
      NAME="Selected"
      VALUE="True"
    }

  }
}


and the method 'DisplayText':

Code: [Select]
method DisplayText(Text, Duration)
{
  this.Visible = true;
  // query the static control
  var St = this.GetControl("DialogText");
 
  // set the text and wait
  St.Text = Text;

  St.HeightToFit();
  St.SizeToFit();
 
 
  Sleep(Duration);
 
  // hide the text after the "Duration" period has passed
  St.Text = "";
 
  this.Visible = false;
}


40
Technical forum / Re: How to make taken item blink in inventory
« on: April 16, 2008, 05:12:24 PM »
Not sure what I'm doing wrong, but the script above didn't work in the inventory, only outside of it (after commenting out the GetItem line).
Tried with both .png and single-framed .sprite.

41
Technical forum / Re: How to make taken item blink in inventory
« on: April 16, 2008, 11:35:58 AM »
Overkill is right   :-\ I tried changing the AlphaColor, but it only works when the item is not yet taken.

rkitting

42
Technical forum / Re: How to make taken item blink in inventory
« on: April 16, 2008, 10:05:29 AM »
Ok, I think I solved it with the following code:

  for(var i=6; i>0; i=i-1)
  {
     Sleep(450);
   
     if (Game.IsItemTaken(this.Name))
     {
        Game.DropItem(this.Name);
        this.Active = false;
     }
     else
        Game.TakeItem(this.Name);
  }


Thx anyway :)
rkitting

43
Technical forum / How to make taken item blink in inventory
« on: April 16, 2008, 09:22:55 AM »
Hello, I would like an item in a visible inventory blink for a few seconds after being taken. Using the this.Active attribute seems to only affect the item BEFORE it was taken.
How can I make an item in the inventory invisible then visible, then invisible etc.... 

Any suggestions would be greatly appreciated!

rkitting

44
Hello,

I would like to have a speech window over character's heads with background image (transparent solid color with white text) and would like the window to automatically resize to text.  But which "window" is it that is displayed over characters heads in the demos/tutorials? Or how do I access the spoken text 'window' if it cannot be changed in WindowEdit? Would be nice to have such 'speech windows' like in older sierra games or the new 'So Blonde' game.

I'm working on a small adventure game with 5 other students and am trying to become familiar with scripting the interface, dialogue, menues, and controls.

Thanks in advance,
rkitting


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