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Messages - redfox

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Technical forum / Re: How to update the items.items list
« on: September 24, 2016, 10:10:43 AM »
I have tried to put the items.items list in a new package with a higer priority, but this also dosn't work to update the item list.

Any ideas how I can do this? Or how to create a new item list and add code to get the new list to merge even with loading older save games?

Technical forum / Re: How to update the items.items list
« on: September 24, 2016, 09:52:37 AM »
This is my reset function code - this is run for a script thats attached to the game - it resets scripts but dosnt update item list :(

Code: [Select]
method RefreshScript()
while(Game.IsScriptAttached("scripts\game.script")) Sleep(1);
while(Game.IsScriptAttached("items\items.items")) Sleep(1);


Technical forum / How to update the items.items list
« on: September 24, 2016, 02:30:33 AM »
How can I update my Items.Item list for an update, when people already have save games? Other files update but the item list does not?

I tried using Game.LoadItems("items\items.items"); and with merge option too, but it deleted the exiting collected items.

Technical forum / Re: Game.StoreSaveThumbnail(). - loosing tumbnail image
« on: September 24, 2016, 02:07:54 AM »
The only thing newer I thing I am using is
Code: [Select]
Game.StoreSaveThumbnail(); the rest is based on the old 3d demo still.

Technical forum / Game.StoreSaveThumbnail(). - loosing tumbnail image
« on: September 07, 2016, 12:25:02 PM »

I capture the save game thumbnail with  - Game.StoreSaveThumbnail();    before then changing to the menu scene.

Player can save and the correct thumbnail is saved first time, but I don’t automatically return to the game after save, and if the player saves again to a new (or over a save game), the thumbnail used is that of the menu screen, and not the thumbnail previously captured 'ingame'.

Does Game.StoreSaveThumbnail() automatically clear during the save process? If so how can I get around that or stop it?


Technical forum / GetSprite at a Screen X and Screen Y
« on: December 05, 2014, 04:37:30 PM »
Is there a way to use the GetSprite to give me the file name at a set X and Y of the game screen?

What I am trying to do is get the file name or name of the scene sprite that is showing at set x/y points (ignoring any underneath), after several sprite have moved about in the scene.

Thanks  :D

Technical forum / Re: ActorEntry for MainObject actor only.
« on: September 05, 2014, 01:07:45 AM »
I found this in an old post - so I might have found a solution  :)

Code: [Select]
on "ActorEntry"
  if (Scene.GetRegionAt(actor1.X, actor1.Y) == this) Game.Msg("actor 1 is in region");

Technical forum / ActorEntry for MainObject actor only.
« on: September 05, 2014, 01:04:55 AM »
I am trying to use ActorEntry when my main actor enters a floor region to trigger code. This works with no issue but it is also triggered by All actors rather than just my main actor, as defined in my game script -

Code: [Select]
actor = Game.LoadActor3D("my3dactor.act3d");
Game.MainObject = actor;

How might I add code to check if it is my main actor triggering a regions ActorEntry script, and ignore non player 3D actors.

Technical forum / Re: Manual width for bitmap fonts
« on: August 08, 2014, 02:21:45 PM »
Are your bitmap font letters being cropped before the character? If so check the placement of the character against a grid setup to match that of the font’s height and width.

If you need extra space after a character, try adding almost transparent pixels after a character on your font to extend spacing using auto width, but swap from using a .BMP to a .PNG file with transparency.

Technical forum / Re: Scene entity sprite order
« on: August 08, 2014, 02:15:22 PM »
I have a scene with sprites entities. They are visually items that can be clicked and dragged about, and when released I wanted that item to be on top of the others. But because the Spites are already preset up in the scene, the dragged sprite remains under others.

I thought perhaps I could use the Scene.CreateEntity to make a new version of my sprite item, and delete the original one remaining below? I guess I would need to attach the Script and set the cursor so that item can be dragged about again after.

I shall try working on that method again, but I still need all my movable sprites to remain underneath other graphical location sprites, so those will have to be placed on another layer perhaps.

Technical forum / Re: Scene entity sprite order
« on: July 28, 2014, 03:12:53 PM »
Accessing the sprite frames may be useful for other scenes I am working on, so thank you for that.

But at the moment I am still trying to change the Z-order of the entities in a Scene. 

Technical forum / Scene entity sprite order
« on: July 22, 2014, 11:30:09 AM »
Is there a way to change the Z-order of entity sprites already in a Scene using a code method? Ideally I would want to jump a clicked on scene entity sprite to the visual top of other sprites.

I see Z-order for windows, buttons, but not for Scene entity sprites.


Is there a way to detect if the player is running with Aspect Ratio switched on?  It could be possible to program a 'work around' to the GetBonePosition2D error if I could query if Aspect Ratio is running, but also to query the monitors display width and height.

Game.ScreenWidth and Game.ScreenHeight return the same dimensions as when querying the Scene Width and Scene Height, rather than the monitors screens Width and Height.

Thanks again for any ideas  :D

I am trying to position a 2d Scene entity to follow the position of a 3D actors bone using code

Code: [Select]
var myspritegraphic = Scene.GetNode(“myspritegraphic”);
Var Pos = actor.GetBonePosition2D("headbone");

myspritegraphic.X = Pos.X;
myspritegraphic.Y = Pos.Y;

Sadly GetBonePosition2D is giving me the wrong bone position if running in

Technical forum / Re: in-game money....
« on: March 13, 2014, 06:55:12 PM »
Ah, that works well, thank you very much :)

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