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Messages - redfox

Pages: 1 [2] 3 4 ... 9
Technical forum / Re: in-game money....
« on: March 13, 2014, 02:27:25 PM »
Excellent - item.AmountString works well :)

I am tracking my $ and Cents as separate globals - so am dividing my Cents by 100 and adding that to the $.

Code: [Select]
var MoneyItem = Game.GetItem("money");
moneytotal = moneydollar + (moneycents/100);
MoneyItem.AmountString = moneytotal;

However for $1.50 my maths calculation displays $1.500000. Is there a way I can keep decimal places to just 2 integers? And single integers if needed, e.g. $1.99 to $1.10 (2 integers) $1.9 to $1.1 (1 integer).

I couldn't see how to do that with the maths code.

Technical forum / in-game money....
« on: March 11, 2014, 06:59:39 PM »
I have an inventory item for money $. and the money figure is displayed over the inventory item.

But I want to display a figure such as $1.50. The Items figure amount won’t accept the .50 and will only display whole numbers.... 1 2 3 4 5 etc.

How could I go about displaying the .50 over the inventory item or should I only use whole numbers?


You can adapt a script like this to pick a random actor animation

Technical forum / Random "talk stances" with a 3D Actor?
« on: February 10, 2014, 08:38:24 PM »
How can I use "talk stances" with a 3D Actor?

With a 2D actor I can define multiple animations called "talk" and point them at different animation sprites for the engine to randomly pick (or for me to call as desired).

However, with the 3D actor definition file, I can only define animations based upon the name of the animation inside the xfile itself, and so can't list multiple cases of  "talk"?

But I can manually call different talk animations manually with actor.Talk("/mystringline001/",0,0,"shoot");

How can I get a 3D actor to randomly pick a talk animation with just using actor.Talk("/mystringline001/");

Thanks  :)

Technical forum / Different inventory.def file with multiple inventory?
« on: November 09, 2013, 06:55:35 PM »
Hello  :D

I am using multiple inventories. They working fine after I followed docs and web help; the inventories display and swap when needed, so far so so good.

Is it possible to use a different inventory.def file for each inventory? I basically want a different layout from one inventory to another.


Technical forum / Re: Response Box on top of windows?
« on: October 19, 2013, 03:30:06 PM »
Excellent, thank you  :D    I just couldn't find the info in the docs, I must have been looking in the wrong place.

Technical forum / Response Box on top of windows?
« on: October 19, 2013, 03:11:05 PM »

Is there a simple way I can get the Response Box window to stay on the top visual layer, above windows?

Mine is disappearing behind overlaid interface windows and I don’t know how to bring it to the front.

I have tried reloading the Response Box after the windows are loaded, but it didn’t work, and if I try building my interface into the response box.def file, then it will disappear when response aren’t being displayed.

Thanks  :)

Technical forum / Scale and/or Rotate a Sprite or Entity in a Window
« on: July 13, 2012, 03:26:32 PM »
How can I Scale and/or Rotate a Sprite or Entity which is inside a Window? I am using the window.GetControll(“spritename”) code to control the Sprite or Entity, moving it’s x and y etc etc. I see that the Attributes for Scale and Rotation are listed in the help files, but I have been unable to use them. I have added code to say that Sprite or Entity is Scalable=True and Rotatable=True.

Am I mistaken in reading that I can scale and rotate in a Window?


Technical forum / .Talk line stops when changing scene.
« on: September 05, 2010, 08:49:59 PM »
I have a game global object / entity set,  up to use subtitles. But when I change scene the line is cut off - the subtitle goes and the audio line is cut off.

I have a game created object (rather than an actor), and am not using a scene object.

How can I make a global talk line (from the which won’t cut out when the scene changes?
I want to keep the subtitle and the audio string files playing over the next scenes.
Many Thanks

Technical forum / Centre point of a region entity?
« on: July 05, 2010, 06:45:12 PM »
Can anybody tell me a simple way to get the centre point of a region entity on screen?  I can get the X and Y of the bottom right corner, but I am trying to calculate the middle, and the same script is used on multiple regions of different size and position.

Perhaps if I could get Width and Height of a region entity?

Many Thanks  :)

Technical forum / Help needed with Save/Load code.
« on: September 22, 2009, 02:47:23 PM »
Help needed with Save/Load code.

I would like to adjust the Save and Load code, as used in the Wintermute 2D Demo, so that only one save game slot is displayed with it's thumbnail at a time, and have a + or - button to move back and forth through the save game slots, auto loading the title and thumbnail.

I have tried to adjust the code but it goes very wrong. I would like to remove the need to click the one save slot left on screen before clicking Save, and to trim out the user entering save game name and replace with time and date.

Any help is very gratefully received.

Many Thanks

Technical forum / Games Explorer - Windows 7
« on: September 22, 2009, 02:40:30 PM »
Is there a way of generating the GDF file used in Wintermute to take advantages of the changes and additions implemented in the new Games Explorer of Windows 7?

Technical forum / Re: Attaching a script to a 3d actor
« on: September 22, 2009, 02:35:41 PM »
Hello, Thanks for the reply. If I am using Game.UnloadObject(actor); and then loading a new actor, I assume then that any attached scripts will have been removed?

Many Thanks

Technical forum / Attaching a script to a 3d actor
« on: August 23, 2009, 01:17:48 AM »

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

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

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.


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