Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ugo

Pages: 1 2 [3] 4 5 ... 11
31
Technical forum / Re: Removed a question from dialogue.
« on: July 30, 2012, 07:47:42 AM »
Anyone? Please help.

32
Technical forum / Removed a question from dialogue.
« on: July 27, 2012, 12:47:12 PM »
Please help.
I created two additional branches in the dialogue.
And now when I answer a question in the same branch.
From the list of the other branches are also removed a question.

[code]global DecreeEnd;
global TemaEnd;


////////////////////////////////////////////////////////////////////////////////
function SecretaryDialogue()
{
  var Responses;
  var Selected;
  var Loop = true;

  while(Loop)
  {
        // prepare the sentences
        Responses[0] = "question?";
   Responses[1] = "question?";
   Responses[2] = "question?";
   
        Responses[3] = "Exit.";

        // fill the response box
        if (PrinterBlank == 1 && DecreeEnd <= 5)Game.AddResponse(17, Responses[17]);
   if (NewsPaperArticle1 == 1 && TemaEnd <= 3)Game.AddResponse(18, Responses[18]);
   if (ConHit == 2 && HandleUse == false) Game.AddResponse(2, Responses[2]);

   
   Game.AddResponse(3, Responses[3]);
   
   

        // let the player choose one
   Selected = Game.GetResponse();

       

        // now let the Secretary reply depending on the selected sentence
        if(Selected == 0)
        {
          actor.Talk("Text");
     this.Talk("Text");
        }
   
        else if(Selected == 1)
        {
          actor.Talk("Text");
     this.Talk("Text");
          SecretaryDialogue2()
        }
   
        else if(Selected == 2)
        {
          actor.Talk("Text");
     this.Talk("Text");
          SecretaryDialogue3()
        }
   
   else if(Selected == 3)
        {
          actor.Talk("Text");
     this.Talk("Text");
          Loop = false;
        }
       }
      }



////////////////////////////////////////////////////////////////////////////////
function SecretaryDialogue2()
{
  var Re;
  var Se;
  var Lo = true;

  while(Lo)
  {

       Re[0] = "question?";
       Re[1] = "question?";
       Re[2] = "question?";
   
       Re[3] = "Exit.";

       Game.AddResponseOnceGame(0, Re[0]);
       Game.AddResponseOnceGame(1, Re[1]);
       Game.AddResponseOnceGame(2, Re[2]);
       Game.AddResponseOnceGame(3, Re[3]);
   
       Game.AddResponse(4, Res[4]);


       Se = Game.GetResponse();


       if(Se == 0)
       {
          actor.Talk("Text");
     this.Talk("Text");

     TemaEnd = TemaEnd+1;
     if (TemaEnd >= 4)
     {
       Lo = false;
      actor.Talk("Теперь, мне в

33
Техниче�?кий фор�?м / Re: Вырезать
« on: July 17, 2012, 05:36:18 PM »
Я кр

34
Техниче�?кий фор�?м / Re: Вырезать
« on: July 14, 2012, 06:55:26 PM »

35
Техниче�?кий фор�?м / Re: Вырезать
« on: July 13, 2012, 07:14:28 PM »
Во первых из бэкгра

37
Общий фор�?м / Re: Проект "По
« on: April 24, 2012, 01:57:22 PM »
Почитаем.


38
Technical forum / Re: "actor.IdleAnimName" How does it work?
« on: April 02, 2012, 01:11:26 PM »
I modified the code for an actor and it worked. Everything is working. Thank you very much.

39
Technical forum / Re: "actor.IdleAnimName" How does it work?
« on: April 02, 2012, 10:40:03 AM »
My file "*. actor", looks like this. This is not correct? So, I need to change it?

Code: [Select]
ACTOR
{
  NAME = "actor"
  CAPTION="My brand new actor"
  X = 100
  Y = 100
  SCALABLE = TRUE
  INTERACTIVE = FALSE
  COLORABLE=TRUE
  ROTATABLE = FALSE
  SOUND_PANNING=TRUE
  SCRIPT="actors\bivalov\bivalov.script"
 
  FONT = "fonts\Teslic1.font"

  WALK
  {
    SPRITESET
    {
      LEFT       = "actors\bivalov\ll\walk.sprite"
      RIGHT      = "actors\bivalov\rr\walk.sprite"
      UP         = "actors\bivalov\uu\walk.sprite"
      DOWN       = "actors\bivalov\dd\walk.sprite"

      UP_LEFT    = "actors\bivalov\ul\walk.sprite"
      UP_RIGHT   = "actors\bivalov\ur\walk.sprite"
      DOWN_LEFT  = "actors\bivalov\dl\walk.sprite"
      DOWN_RIGHT = "actors\bivalov\dr\walk.sprite"
    }
  }
 
  STAND
  {
    SPRITESET
    {
      LEFT       = "actors\bivalov\ll\stand.sprite"
      RIGHT      = "actors\bivalov\rr\stand.sprite"
      UP         = "actors\bivalov\uu\stand.sprite"
      DOWN       = "actors\bivalov\dd\stand.sprite"

      UP_LEFT    = "actors\bivalov\ul\stand.sprite"
      UP_RIGHT   = "actors\bivalov\ur\stand.sprite"
      DOWN_LEFT  = "actors\bivalov\dl\stand.sprite"
      DOWN_RIGHT = "actors\bivalov\dr\stand.sprite"
    }
  }
...

And then, something like that.

40
Technical forum / "actor.IdleAnimName" How does it work?
« on: April 02, 2012, 05:54:18 AM »
actor.IdleAnimName

I can not understand how it works. Can I get an example?

41
Техниче�?кий фор�?м / Re:
« on: March 16, 2012, 11:56:06 AM »
Не

42
Техниче�?кий фор�?м / Re: Как обходить
« on: March 16, 2012, 11:53:39 AM »
У меня была такая проблема. По

43
Техниче�?кий фор�?м / Re:
« on: March 16, 2012, 08:12:17 AM »
Вот такое е

44
Техниче�?кий фор�?м / Re: Как обходить
« on: March 15, 2012, 06:37:42 AM »
М

45
Техниче�?кий фор�?м / Re:
« on: March 13, 2012, 04:12:09 PM »

Pages: 1 2 [3] 4 5 ... 11

Page created in 0.043 seconds with 23 queries.