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Messages - Adventureforall

Pages: [1] 2
1
Technical forum / Re:Using Point in the game
« on: June 23, 2003, 03:38:53 PM »
Thanx it's works

2
Technical forum / Re:Using Point in the game
« on: June 21, 2003, 09:31:10 PM »
Looks likes it's working.

Now i want to make an window in the inventory bar to display the score. My question is can i do that in the inventory.def or do i have to make a new file for it, i already tried several things, but the game crashed every time.

3
Technical forum / Re:Using Point in the game
« on: June 15, 2003, 12:32:01 PM »
So now i put : if(points==null) points = 0 in the game.script file
and after a correct handling i put : points = points + 5

And i need to put : global points;  in the base.inc.

Thanx that will help.

4
Technical forum / Using Point in the game
« on: June 15, 2003, 11:48:27 AM »
Is It possible too use a point in the game, for example, when i pick up a key i get 5 points, and so on.

I though that to accomplish this i had the make a "variable" called "points" and set it to "0" in the beginnening of the game. when an actions is done "var_points +5" (5 is refering to the pionts i ad to the action"

If this is possible can anyone tell me how to to this ?


5
Technical forum / Re:How do you script a key to open a door?
« on: June 07, 2003, 06:18:30 AM »
hey thanx.

6
Technical forum / Re:How do you script a key to open a door?
« on: June 06, 2003, 08:59:22 PM »
Now i'm trying the next thing : If door is lock say "I will unlock the door" set DoorUnLock to true, if door is unlock (true) say "The door is already unlocked".

so i changed the script above a little bit
on "housekeys"
{
  if(DoorUnLocked = false) actor.Talk("i will unlock the door");
  global DoorUnLocked=true;

  else;
  actor.Talk("The door is already open");
}

Does anyone know a internet site where i can learn a lot of scripting, in the MS-Dos yeas, i used to write complete text adeventures games in Basic, but this scripting is a little bit diverence.

7
Technical forum / Re:How do you script a key to open a door?
« on: June 06, 2003, 08:42:33 PM »
Hey Thanx, It look likes its working, now a go to try, to finished te script, if every things works a let you now.

8
Technical forum / Re:How do you script a key to open a door?
« on: June 06, 2003, 08:14:16 PM »
I'm trying to use the

9
General Discussion / Re:Someone, please lend me $85,000
« on: June 05, 2003, 06:39:48 AM »
Nice car, maybe i can use it in my game, i will by it for 90.000  ;D

10
Technical forum / Re:New window in Scene
« on: June 04, 2003, 03:56:16 PM »
thanx i  will try your way with a new scene, i already have it ready.

11
Technical forum / Re:New window in Scene
« on: June 04, 2003, 02:55:48 PM »
Mnemonic is right, i want i close up from the drawer, to let my  charactor takes things from it.

12
Technical forum / Re:Objects problem
« on: June 04, 2003, 01:24:43 PM »
scrips, was a little typing problem in this forum  :-\

13
Technical forum / Re:Objects problem
« on: June 04, 2003, 01:13:27 PM »
I  have fond the problem

ITEM
{
  CURSOR_COMBINED = TRUE
  CAPTION = "wallet"
  NAME = "wallet"
  IMAGE = "items\wallet_klein.bmp"
  CURSOR = "items\wallet_klein.bmp"
  CURSOR_HOVER = "items\wallet_klein.bmp"
  SCRIPT = "items\wallet.script"
}

ITEM
{
 CURSOR_COMBINED = TRUE
  CAPTION = "handcuffs"
  NAME = "Handcuffs"
  IMAGE = "items\handboeien_klein.bmp"
  CURSOR = "items\handboeien_klein.bmp"
  CURSOR_HOVER = "items\handboeien_invent.bmp"
  SCRIPT = "items\handcuffs.scrips"
}

I had to put } behind script=

14
Technical forum / Re:Objects problem
« on: June 04, 2003, 12:29:04 PM »
here's all so a copy of the "handcuffs.script"

#include "scripts\base.inc"


////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
   GoToObject();
   actor.Talk("Blah");
}


////////////////////////////////////////////////////////////////////////////////
on "Take"
{
   Game.SelectedItem = "handcuffs";
}


////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  GoToObject();
  actor.Talk("Blah");
}


////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  GoToObject();
}


////////////////////////////////////////////////////////////////////////////////
function GoToObject()
{
  actor.GoTo(200, 200);
  actor.TurnTo(DI_UP);
}

15
Technical forum / Objects problem
« on: June 04, 2003, 12:27:02 PM »
Now i'm trying to but my first scene together, i ad the first object "Wallet" to the scene, and it works perfectly, when i take it, the icoon change and i can put it in the inventory, now the problem comes, i put an second object in the screen "handcuffs" the handcuffs works perfectly, but when i'm pick up the wallet i got an "script error" the wallet disapeers from the scenen, but the icoon won't change and it isn't placed in my inventory.

this is a copy of the log file :

13:12: ********** DEBUG LOG OPENED 04-06-2003 (Release Build) *****************
13:12: DEAD:CODE Games Framework ver 1.00 (Build 25), Compiled on Apr 21 2003, 16:54:22
13:12: Platform: Windows XP  (Build 2600)
13:12: DirectX version: 9.0
13:12: BugslayerUtil.dll is bound
13:12:
13:12: Scanning packages...
13:12:   Registered 0 files in 0 package(s)
13:12: Initializing scripting engine...
13:12:   Script compiler 'dcscomp.dll' bound successfuly
13:12: Loading string table...
13:12:   0 strings loaded
13:12: Enumerating Direct3D devices...
13:12: Enumerating DirectDraw devices...
13:12: Enumerating DirectSound devices...
13:12: Available video devices:
13:12:   ASUS V8200 Series v31.40H (accelerated)
13:12:   ASUS V8200 Series v31.40H (non accelerated)
13:12: Available audio devices:
13:12:   Primair geluidsstuurprogramma
13:12:   SB Audigy Audio [FFE0]
13:12:   [no sound]
13:12:
13:12: User selected:
13:12:   Video: ASUS V8200 Series v31.40H (accelerated)
13:12:          Windowed:no  Colors:32bit  T&L:no  Multisample:0
13:12:   Audio: Primair geluidsstuurprogramma
13:12: Maximum texture size: 4096x4096
13:12: Error opening file 'items\handcuffs.scrips'
13:12: CScEngine::GetCompiledScript - error opening script 'items\handcuffs.scrips'
13:12: Data initialized in 105 ms
13:12: Runtime error. Script 'scenes\drawer_sleepingroom\scr\wallet.script', line 19
13:12:   Cannot add item 'wallet' to inventory
13:12:
13:12: Shutting down...
13:12: Shutting down scripting engine
13:12: ********** DEBUG LOG CLOSED ********************************************

this is a copy of the items.items :

ITEM
{
   CURSOR_COMBINED = TRUE
   CAPTION = "wallet"
   NAME = "wallet"
   IMAGE = "items\wallet_klein.bmp"
   CURSOR = "items\wallet_klein.bmp"
   CURSOR_HOVER = "items\wallet_klein.bmp"
   SCRIPT = "items\wallet.script"


   CURSOR_COMBINED = TRUE
   CAPTION = "handcuffs"
   NAME = "Handcuffs"
   IMAGE = "items\handboeien_klein.bmp"
   CURSOR = "items\handboeien_klein.bmp"
   CURSOR_HOVER = "items\handboeien_invent.bmp"
   SCRIPT = "items\handcuffs.scrips"
}


And this is a copy of wallet.script
#include "scripts\base.inc"


////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  GoToObject();
  actor.Talk("It's my wallet, my police badge is in it.");
}


////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  GoToObject();
  actor.Talk("Good idea, i need my badge to identify myself.");
 
// hide the wallet entity and place "wallet" item into the inventory
   Game.TakeItem("wallet");
   var Entwallet = Scene.GetNode("wallet");
   Entwallet.Active = false;

   Game.SelectedItem = "wallet";

}


////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  GoToObject();
  actor.Talk("That's a good idea, i'm going to talk to my wallet. Are you crazy ??!!");
 
}


////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  GoToObject();
}


////////////////////////////////////////////////////////////////////////////////
function GoToObject()

{
  actor.GoTo();
  actor.TurnTo(DI_UP);
}


Can any one please help me, i'm trying the figure it out for 4 hours now, and i don't see where the problem is caused.

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