Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

Author Topic: Molly stucked at the start of tutorial  (Read 3716 times)

0 Members and 1 Guest are viewing this topic.

diego

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 5
    • View Profile
Molly stucked at the start of tutorial
« on: October 19, 2010, 02:21:12 PM »

Hello, I´m starting to use WME with the online book, and my Molly character is stucked in the middle of the scene, allthough I´ve changed the values in the scene_init.script. Any help please?
Logged

Nihil

  • Supporter
  • Addicted to WME forum
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 528
  • Fear me! I'm evil!
    • View Profile
    • Order of Dagon
Re: Molly stucked at the start of tutorial
« Reply #1 on: October 20, 2010, 12:24:43 PM »

What do you mean by "stucked"? Did you define a walkable area etc?

diego

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 5
    • View Profile
Re: Molly stucked at the start of tutorial
« Reply #2 on: October 20, 2010, 01:51:17 PM »

Yes, I made a floor region (that should be the walkable area, right?). My character is in the midle of the scene, outside that region, and red...
Logged

Nihil

  • Supporter
  • Addicted to WME forum
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 528
  • Fear me! I'm evil!
    • View Profile
    • Order of Dagon
Re: Molly stucked at the start of tutorial
« Reply #3 on: October 20, 2010, 02:19:28 PM »

Then you have to either expand the region or position the actor somewhere else. You said you changed the scene_init script, can you post the relevant code here?

diego

  • Lurker
  • *
  • Karma: 0
  • Offline Offline
  • Posts: 5
    • View Profile
Re: Molly stucked at the start of tutorial
« Reply #4 on: October 20, 2010, 02:24:57 PM »

Ok, I´m going to try to expand the floor region. For the moment, the code is:


#include "scripts\base.inc"

// here comes the stuff which initializes the scene

actor.SkipTo(733, 562);
actor.Direction = DI_DOWN;
actor.Active = true;

////////////////////////////////////////////////////////////////////////////////
// scene state
global Statewarehouse;


// default values
if(Statewarehouse==null)
{
  Statewarehouse.Visited = false;
  // add scene states here
}


etc.
Thanks.
Logged
 

Page created in 0.031 seconds with 19 queries.