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Messages - metamorphium

Pages: 1 2 3 [4] 5 6 ... 102
46
Technical forum / Re: How does Scene.GetLayer works?
« on: September 26, 2012, 09:30:52 PM »
okay, so it's obvious.

Your scene is wrong. Cam2 is actually BEHIND the main layer so it's hidden. Move the main layer up by using the green arrow. Then deactivate Cam2 (the check sign to the left of Cam2) and try again.

47
Technical forum / Re: How does Scene.GetLayer works?
« on: September 26, 2012, 09:20:04 PM »
um. and how the scene looks like? Are you sure you are switching layer and not entity? Post your scene definition here.

48
Technical forum / Re: How does Scene.GetLayer works?
« on: September 26, 2012, 08:58:51 PM »
okay so the code is obviously correct. :) Now you need to tell us more about what are you trying to achieve.

49
Technical forum / Re: How does Scene.GetLayer works?
« on: September 26, 2012, 08:05:40 PM »
oh. it's Unity. sorry about it.

Game.LOG, not Debug.Log

50
Technical forum / Re: Remove Response from the dialog?
« on: September 26, 2012, 08:04:42 PM »
You are looking for something like this:

Code: WME Script
  1. var lineAspoken = false;
  2.  
  3. var dialogueEnd = false;
  4. Game.StartDlgBranch("testBranch");
  5. while (!dialogueEnd)
  6. {
  7.   Game.AddResponseOnce(1,"trigger line");
  8.   if (!lineAspoken) Game.AddResponse(2, "something");
  9.   Game.AddResponseOnce(3,"end dialogue");
  10.  
  11.   var response = Game.GetResponse()
  12.  
  13.   switch (response)
  14.   {
  15.      case 1:
  16.          lineAspoken = true;
  17.          break;
  18.      case 2:
  19. // do something
  20.          break;
  21.     case 3:
  22.          dialogueEnd = true;
  23.          break;
  24.    }
  25.  
  26. }
  27.  
  28. Game.EndDlgBranch("testBranch");
  29.  

51
Technical forum / Re: How does Scene.GetLayer works?
« on: September 25, 2012, 12:28:47 PM »
the code is correct.

Try:

Code: WME Script
  1.  
  2. var layer = Scene.GetLayer("Cam2");
  3. Debug.Log(layer);
  4.  
  5.  

if result is null, it's most likely name mismatch (case sensitive etc.)

52
Technical forum / Re: vsync issue
« on: September 24, 2012, 11:05:52 PM »
it's quite usually bound to bad scripting. Constructions like Sleep(1); and the likes. You should always count with some FPS to boot and adjust wait cycles accordingly. Then you don't have this problem.

53
Technical forum / Re: Placing items in a scene
« on: September 24, 2012, 07:35:57 PM »
Ah, I see. so is there anything else you need to help with or are you ready to rock'n'roll now? :)

54
Technical forum / Re: Placing items in a scene
« on: September 22, 2012, 05:35:12 PM »
You are accustomed to the fact that you can link scene entities to inventory, right?

http://docs.dead-code.org/wme/inside_inventory.html

55
Technical forum / Re: Invenotry item doesnt work
« on: September 17, 2012, 10:04:50 PM »

56
Technical forum / Re: subtitles for video.ogv, right syntax?
« on: September 16, 2012, 06:46:17 PM »
Code: [Select]
{0}{41}   
{1034}{1110} And so Rachel Manners has decided.
{1113}{1197} Living with an alien colony on a distant planet

57
Technical forum / Re: Invenotry item doesnt work
« on: September 16, 2012, 06:30:28 PM »
Hi,

1. check left click handler in scripts/game.script (this is the part where is usually scripted item handling)
2. check items definition (is the item really called ledder (as opposed to ladder)?
3. post relevant scripts here :)

58
Technical forum / Re: DeleteEntity error, even though code works
« on: September 11, 2012, 03:12:25 PM »
If you read correctly the error you are getting, you can see, that the problem is in the file:

scenes\Room\scr\scene_init.script

which is a default template file for a new scene (you can change those too btw.). Default template reference actor which is positioned to some place in the scene (hence SkipTo).

Problem with your code is that you load your code AFTER scene change:

Code: WME Script
  1.  
  2. //Load main actor
  3. actor = Game.LoadActor("actors\Naomi\Naomi.actor");
  4. Game.MainObject = actor;
  5.  
  6. actor.SubtitlesPosX = 0;
  7. actor.SubtitlesPosY = 550;
  8. actor.SubtitlesWidth=1324;
  9.  

your code should rather be:

Code: WME Script
  1. //Load main actor
  2. actor = Game.LoadActor("actors\Naomi\Naomi.actor");
  3. Game.MainObject = actor;
  4.  
  5.  
  6. actor.SubtitlesPosX = 0;
  7. actor.SubtitlesPosY = 550;
  8. actor.SubtitlesWidth=1324;
  9.  
  10.  
  11.  

59
Technical forum / Re: DeleteEntity error, even though code works
« on: September 09, 2012, 10:29:07 PM »
correct could would be:

Code: WME Script
  1. Scene.DeleteEntity(wakeupanim);

60
Technical forum / Re: Multiple of the same actors issue
« on: August 12, 2012, 09:04:30 AM »
this shouldn't be happening. I presume you have some weird script attached.

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