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Topics - rollo

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1
Technical forum / Interface menu not opening on right click
« on: June 24, 2014, 03:02:42 PM »
Hi
I am confused as to why when I click on an item, no menu appears with the option to LookAt and talk etc. If I use the bog standard demo wme_demo it opens fine. I guess that I have made a nOOb error and would be grataeful if someone could help with this as it is driving me nuts. Thanks

FYI: The game.script and game_loop.script are in place and point to the correct paths.

Interface menu script

Code: [Select]
#include "scripts\base.inc"

global MenuObject;

////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  this.Close();
  if(MenuObject!=null)
  {
    if(MenuObject.CanHandleEvent("Take")) MenuObject.ApplyEvent("Take");
    else actor.Talk("I can't take this.");
  }
  MenuObject = null;
}


////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  this.Close();
  if(MenuObject!=null)
  {
    if(MenuObject.CanHandleEvent("LookAt")) MenuObject.ApplyEvent("LookAt");
    else actor.Talk("I don't know what to say about it.");
  }
  MenuObject = null;
}


////////////////////////////////////////////////////////////////////////////////
on "Talk"
{
  this.Close();
  if(MenuObject!=null)
  {
    if(MenuObject.CanHandleEvent("Talk")) MenuObject.ApplyEvent("Talk");
    else actor.Talk("Can't talk to this.");
  }
  MenuObject = null;
}

Book script in items

Code: [Select]
#include "scripts\base.inc"


////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  actor.Talk("Guess I should read through this...");
}

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

book script in scenes folder

Code: [Select]
#include "scripts\base.inc"
var ActObj = Game.ActiveObject

////////////////////////////////////////////////////////////////////////////////
on "Take"
{
  // walk to the desk
  //actor.GoTo(782, 645);
  //actor.TurnTo(DI_UPLEFT);

  Game.Interactive = false;
  actor.Talk("OK, I'll take it.");

  // play "take" animation
  //actor.PlayAnim("actors\molly\ul\take1.sprite");

  // hide the book entity and place "book" item into the inventory
  Game.TakeItem("book");
  var EntBook = Scene.GetNode("book");
  EntBook.Active = false;

  // play the second "take" animation
  actor.PlayAnim("actors\molly\ul\take2.sprite");

  Game.Interactive = true;
}


////////////////////////////////////////////////////////////////////////////////
on "LookAt"
{
  // walk to the desk
  actor.GoToObject(this);
  actor.Talk("~"Wintermute Engine: User's manual.~"");
  actor.TurnTo(DI_DOWN);
  actor.Talk("Sounds interesting.");
  actor.TurnTo(DI_UPRIGHT);
}


////////////////////////////////////////////////////////////////////////////////
on "LeftClick"
{
  //Game.Msg("You found the book");
}

2
Technical forum / Animated background question
« on: June 23, 2014, 10:57:46 AM »
Hi
I am using the latest version of WME and for the most part, finding it pretty straight forward. However, I am having trouble getting my head around how to use entity with animated background. Example, I have created a new sprite sewer_ani and in that sprite there are 40 frames made up of tga files. This acts as the background. There are 2 problems I am experiencing.

1) When the animation reaches the last frame, it glitches (jumps) before starting again. I have used the streaming option in properties, but it has made no difference. Is there a correct way to do this?

2) When I create an entity with a caption, when the game is run, I hover over the entity, but there is no caption or is not click able. Do I need to set a static background in addition to the animated one? Tried subframes, but still the same.

I would be grateful for any help so I can move forward with project. Many thanks.

3
Technical forum / Changescene animation
« on: March 26, 2013, 12:23:57 PM »
Hi. I have created a scene where the player drops a bomb and is set to explode after so long. My question is 2 part. Are there any examples of timer functions and if so where and secondly, I have created a scene in 3dsmax of an exploding barrel. How do I incorporate this into a new scene. In which I mean in what format. From what I can see there are 2 options. Avi or image sequence. Are they the only options. Thanks

4
Technical forum / actor text assignment
« on: March 24, 2013, 05:06:02 PM »
IHello.  am not using an actor but just point & click. With an actor if I click on an object, the respose is in white near the actor. I am using Game.Msg(speak); to respond , but it is printing the message in green and under the inventory bar, which I assume is the correct place. Is there a way to have the message printed in a different font perhaps in some kind window or certainly near the object I am looking at. Thanks

5
Technical forum / where is API?
« on: March 23, 2013, 03:36:29 PM »
Can someone tell me where I will find the API for WME? I have looked in help file F1, I have looked in online book. Basically, I need to know for example, what commands are available to me to use in the engine. Many thanks

6
Technical forum / 3dsmax and wme question
« on: March 21, 2013, 02:26:02 PM »
I cannot seem to find any information regarding exporting from max to wme in relation to models. I have looked at the trinity model and I think that I may need an exporter that exports in an x format? What geometry etc. If someone could shed some light on the process, I would be grateful. Thanks

7
Technical forum / General question help
« on: March 13, 2013, 07:09:22 PM »
Hi. Firstly, what a great piece of software. I have 3basic questions which need clarifying.

1) Can WME do point-and-click as opposed to using an actor to walk around.

2) Is there a temp directory that WME uses when you run the game. For example, if i change a graphic, i have to compile the game to see the changes. Run game still shows the old graphic and text.

3) I am playing the demo wme_demo_3d from the projects folder and I am confused as when Trinity takes the teapot, it appears in the inventory but she walks around with it in her hand. Ideally, I assume that shouldn't be happening.

Thank you for any help you can give with regard to these questions.

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