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Topics - redfox

Pages: 1 [2] 3 4
16
Technical forum / Attaching a script to a 3d actor
« on: August 23, 2009, 01:17:48 AM »
Hello

I have some questions about attaching a script to a 3d actor.

This is the situation. I have a global loaded 3d actor. In one scene I attach a script to the actor, which then generates a particle from the actor - the particle appears in that scene. Once the scene has changed the particle stops, as I expected and wanted

When returning to the scene the same scripts run again and it attaches the script to the actor to create the particle.

However, my questions are...  is the script already/still attached to the globally loaded actor, even though I attached the script from within a scene script?

Do I need to detach the script from the global actor when leaving the scene with the particle?

Will I end up with repeats of the same script attach to the 3dactor if the player returns time and time again to the scene?

Should I be attaching the script to the actor3D file and triggering the script in the scene itself?

Many Thanks

17
Technical forum / How to use GetBonePosition2D() ?
« on: March 27, 2009, 08:14:15 PM »
Hello,

Can somebody help me with using the GetBonePosition2D().  I'd like to put the bone's X and Y  to two different variables, eg, myX and myY.

I cant work out how to use the GetBonePosition2D() code.

Thanks.

18
Feature requests, suggestions / Scriptable Light Placement
« on: December 04, 2008, 03:15:41 PM »
Would it be possible to add or remove or move lights in a 3d Hidden Geometry by using script?

E.g. If a 3d actor was carrying a candle, an omni bulb could move always in front of that actor. They would always be lit from the front and not the back, as they turn etc.

Additionally could the position, size and angles covering the placement of a spotlight be changed by script/code also?

Thanks

19
Feature requests, suggestions / Change the camera FOV
« on: December 04, 2008, 02:07:35 PM »
Can we have script to change the FOV of a camera, used in a 3d hidden geometry file, when in use in-game.

It would be helpful to be able to specify the camera by its name, and then set the FOV value. E.g. Scene.SetCameraFOV("camera-1",95); and to also 'get' the cameras existing FOV state, e.g. Scene.GetCameraFOV("camera-1");

Thanks

20
Technical forum / external file load/save
« on: December 04, 2008, 01:49:40 PM »
Can anybody point me at some examples on how to use the 'file object' code -  http://docs.dead-code.org/wme/generated/scripting_ref_file.html

I would like to save and load an external file, located at the same place as a save game file for my projects.

Inside the file I would like to store the states 'on' or 'off' of a few separate globals. How would I store them in that file, and then when loading the text file, pass those states back to the globals.?

Thanks

21
Technical forum / Bitmap fonts. Is example correct layout?
« on: September 19, 2008, 05:11:20 PM »
Hello,

I have a question regarding Bitmap fonts. I have been looking at the example image in the document files, (also, http://docs.dead-code.org/wme/inside_ui_fonts_bitmap.html) and also looking at the character layout in programs such as Bitmap Font Builder and FONtext. All 3 have a different placement for characters such as German umlaut characters or Spanish accents etc. Many characters seem to be in the same and apparently correct place.

Is the example http://docs.dead-code.org/wme/inside_ui_fonts_bitmap.html correct, and if so for which languages is it safe to use bitmap text for (based on the example template.) ?

Thanks.

22
Hi,

I have set the actor.TalkAnimChannel=9; so that starting the talk animation does not interrupt the actors current playing animation. However at the end of a talk line the actor snaps back to the start of the normal idle animation anyway. How can I stop this happening?

Thanks.

23
Technical forum / Run/WalkTo - Changing angular velocity?
« on: September 11, 2008, 05:55:19 PM »
Hello, I'm trying the RunTo WalkTo methods to make the actor move at different speeds. How can I change the actors angular velocity's rather than just the Velocity? By default, my actor turns too slowly for use during a run animation.

Here is an example of what I would like to do, but adding this.Angular_Velocity = 120; didn't seem to work.

Code: [Select]
method RunTo(x, y)
{
  this.WalkAnimName = "Run";
  this.Velocity = 60;
 /this.Angular_Velocity = 120;
  this.GoTo(x, y);
}

24
Technical forum / Setting window Static images Visible in button script
« on: August 31, 2008, 08:31:28 PM »
Hello.

I have a static image loaded in my inventory window. By default it is set to Visible = False. I would like to set it Visible = True when using the MouseEntry script of a button (also in the inventory window).

I have tried using this code, but nothing happens, not even an error; Can anybody point me in the right direction?

mygfx is the name of the static image I wish to change in the inventory window.

Code: [Select]
var InvWin = Game.GetInventoryWindow();
var gfxvar2 = InvWin.GetControl("mygfx");

on "MouseEntry"
{
gfxvar2.Visible = True;
}

Thanks.

25
Feature requests, suggestions / 3d actor animation - rewind or not
« on: March 12, 2008, 01:59:36 PM »
It would be helpful if we could specify (in the act3d and/or by direct code instruction)  if a 3d actors animation should, (when not set to loop) stay on it's last frame, until told to play another animation, or 'rewind' to it's first frame where it waits.

3d Actors used to wait on the end frame, if an animation was not looped, but now return to the first frame. I'm not sure when that changed. Both options have uses.

26
Technical forum / Sound pops caused by music loading then cross fade.
« on: January 11, 2008, 01:50:21 PM »
Hello,

I have short 30 second looping music, which crossfade from one to the other. The problem is that between the code to load the music and the instruction to crossfade, the music has already started playing at full, (before the code has reached the crossfade instructions). This creates a pop, from the first moments of the looped track. Has anybody else encountered this and knows a way to prevent it?

My code looks like this.

Code: [Select]
Game.PlayMusicChannel(0, "music\track1.wav", true);
Game.MusicCrossfade(1, 0, 2000, false);

I have tried to use .wav files (rather than the slower loading .ogg) And I have already reduced the music track length down to a short 30 seconds.

27
Fixed / Problems with the actor turning (TurnTo)
« on: January 03, 2008, 10:44:00 PM »
Hi,

I’ve been finding lots of problems with the actor turning (TurnTo) command in my game. Unlike the GoTo or other Actor events, the Turn doesn’t seem to stop/cancel other GoTo commands previously given to the actor.

Let me explain in more detail.

Normally, a region is programmed to walk the actor with a GoTo, but when a different GoTo (or action) is triggered, the first position (and any code following) is cancelled and not run.

However if my actor is still turning when new instructions are given, as soon as they have completed any new position, angle, etc, the actor jumps/snaps to the previous scripts GoTo position.

I know this wasn’t the case before. 

28
Technical forum / Save Games take a long time to save
« on: January 02, 2008, 07:51:47 PM »
Hello. My save games are taking a very long time to be saved.  Is there a way to speed them up? Are they compressed?

Does the save game store details about every scene visited, such as which sprite's are on which entity etc?  I've noticed there is a tick box for 'remember node states' in the scene editor. If this is not ticked will less data be put into a save game?

Thanks

29
Technical forum / SetSound Volume on Actor Talk lines from string tab.
« on: December 11, 2007, 05:38:06 PM »
Can you set the sound volume for an actor (using string tab lines)?

I have my actor talking lines, through the string tab, and I would like to change the volume. But this code below didn’t change the sound volume?

Code: [Select]
actor.SetSoundVolume(50);
actor.Talk("/stringtabline001/");

30
Technical forum / Actor talking on use item
« on: December 05, 2007, 08:25:06 PM »
Hello,

My actor tries to talk when the player clicks a selected item onto any part of the screen (or even the wrong item on a region/entity.) Presumably the game is trying to make the actor talk as the talk animation starts and stops again.

I’ve been reading through the help documents but I haven’t found why.

How can I make the actor say a default line for the entire game, when clicking incorrect items/regions?

Thanks

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