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Messages - terahleen

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1
Technical forum / Re: scene_init.script problem
« on: August 20, 2011, 12:08:57 PM »
oops, I didn't notice the slash! :)
thank you!

2
Game design / Re: About Sprites and Photoshop
« on: August 19, 2011, 10:16:03 AM »
well, in our minds we have something like "the Curse of monkey island" (but not a funny style, I refer only to the animations)...

3
Game design / About Sprites and Photoshop
« on: August 19, 2011, 08:06:27 AM »
Hi guys,
do you think Photoshop could be suitable for creating the various frames for  a 2D actor / NPC animation? My Girlfriend, the person handling the artistic  side of our project, is quite skilled with that software, but she has always used it only for photo editing... So I'd like to know if there might be problems/limitations using that software for our purpose.
Thank you! :)

4
Technical forum / Re: scene_init.script problem
« on: August 18, 2011, 11:46:02 AM »
I actually resolved the problem using a global variable to check if the script has ever been triggered, however I still don't understand why it didn't work earlier so please, tell me! thank you! :)

5
Technical forum / scene_init.script problem
« on: August 18, 2011, 11:30:43 AM »
Hi everybody,
I'm new to the forum and the Wintermute Engine, I've read many topics searching for a solution for my problem but I couldn't find any...
So, I have a script on an entity that plays a certain music and trigger a "cut-scene" the first time you click on the hotspot, the FIRST time you visit the scene.

well, that should be the right  behavior, instead every time I exit the scene and re-enter it, the script become active again.
Here, I'm telling you what I tried to do to solve the problem:

1) modify the entity script this way: (just after the on "LeftClick" event line, before the other instructions )

global StateOutside;
if (StateOutside.Visited == true){
gargoyle.DetachScript("\scenes\Outside\scr\gargoyleworm.script",true);
}


the detached script is the same that is running...


more over, as a test I also made this thing in the scene_init.script:

if(!StateOutside.Visited)
{
  StateOutside.Visited = true;
  Game.Msg("state is true now");
}


but it didn't print anything on screen...

where am I making mistakes?

thank you!


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