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Topics - Akatosh

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1
Technical forum / Overwrite Keyboard functions on Text box areas.
« on: July 02, 2010, 04:13:00 PM »
Good evening,

I'm trying to overwrite the keyboard controls on a single line editor controls. But I've failed so far.

I have something like this on the window's script.

Code: WME Script
  1. on "Keypress"
  2. {
  3.   var button;
  4.  
  5.   if(Keyboard.KeyCode==VK_ESCAPE){
  6.     button = this.GetControl("close");
  7.     button.Press();
  8.   }
  9.   else if(Keyboard.KeyCode==VK_RETURN){
  10.     run();
  11.   }
  12.   else if (Keyboard.KeyCode==VK_DOWN){
  13.         // Run something.
  14.   } 
  15. }
  16.  

I've tried to overwrite the keyboard's UP and DOWN keys but I've found out that those keys, as well as all "cursor moving" keys, can't be overwritten, the game just ignores that code.

Is it possible to overwritten or is it imbedded in the code?

2
Technical forum / Walk speed acceleration/deceleration.
« on: May 29, 2010, 03:43:36 AM »
Good evening,

I would like to know if it's possible to dynamically change a character's velocity, while he moves. The character would react like a car, with an acceleration and deceleration.

I tried overwriting the GoTo and GoToAsync method and implementing a mathamic formula, but with no success.

Code: [Select]
method GoTo (X,Y)
{
  var d = Math.Sqrt(Math.Abs(Math.Pow((X-this.X),2))-Math.Abs(Math.Pow((Y-this.Y),2)));
  this.GoToAsync(X,Y)
  for (var i=0; i<=d; i=i+1) {
     this.velocity = (270-270*Math.Exp(-i/2))-(270*Math.Exp((i-d)/2));
     Sleep(d/270);
  }
}


I even tried putting the GoTo/GoToAsync inside the cycle, but what I found out was that when you send the character to a X and Y, the character will move with his initial velocity until he gets to those points.

I don't want to use the DirectWalk because I want the characters to do bends.

Am I doing something wrong or since the char's velocity is constant it's impossible to add acceleration and deceleration ?
 

3
Technical forum / Actor.SkipTo weird behaviour.
« on: April 01, 2010, 11:17:22 PM »
Hello,

Okay this is the situation.

In one scene, as displayed on the image below, i want the actor to skip to a certain position on the screen when the room is loaded. However, it ignores the command and simply places it on the center of the screen.

http://i39.tinypic.com/2rr2stj.png

As you can see here, the instructions are clear. When the actor is loaded on the room, he should appear at 1000,580. But that is not the case. He always appears in 1270, 460. I suspect it's a scrolling problem. If I was to change that simple coordinate and put it like less than 1000 on the xx's, it works.

On a side note, is it possible to change the scrolling position to start on the right side of the screen rather than the left side?

I am driving myself to insanity. I simply can't understand why. Would love if someone could enlighten me.

In addition, I have this screen showing the scene on Scene Editor with the respective geometry.

http://i42.tinypic.com/1zpk1h5.png

Thank you.

4
Technical forum / Exception Handling in Wintemute.
« on: March 23, 2010, 01:35:20 PM »
Hello everyone,

As this is my first post, I would like to start by congratulating the fine team that made Wintermute. It's truly superb.

I would like to ask if there is any Exception Handling available on Wintermute.
I have searched the forums and the online Documentation but I didn't see anything.

I'm asking this because I want to make the player type the scene and/or an inventory item, for example, to acess/get it.

If there is no such scene/item when prompted, it says "Error script" in game and "Fatal Error" on wme.log

I tried making a try catch method, but the game doesn't recognize.
If I was to detect that error, in some kind of handler, I could avoid possible crashes and that evil message on screen.

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