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Messages - The Man

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31
Technical forum / Re: The right sequence will open the door...
« on: April 30, 2008, 08:54:52 AM »
This is another strange thing...I'm not getting any error...it looks like everything works fine,but the code isn't executed...
How would you program this kind of code?Am I the only one who has got this kind of problem?

32
Technical forum / Re: The right sequence will open the door...
« on: April 29, 2008, 08:50:16 PM »
Sorry,I wrote it in the wrong way here in the forum...in my script I wrote it in the right way,but still doesn't work...
I'm becoming crazy looking at these scripts...

33
Technical forum / Re: The right sequence will open the door...
« on: April 29, 2008, 08:24:42 PM »
Argh...I don't know,it doesn't work...Can you please check if there are mistakes?
I wrote this code into scene_init.script:

Code: [Select]
global a;
a = new String()256;
a="";

if(a=="1212")
{
Game.Msg("You did it!");
}

Then in the first book script I wrote:

Code: [Select]
global a;
on "LeftClick"
{
 a=a + "1";
}

And finally in the second book script:

Code: [Select]
global a;
on "LeftClick"
{
 a=a + "2";
}

So when I click the books in the sequence "first,second,first,second" The game should write "You did it!",but nothing happens instead...

34
Technical forum / Re: The right sequence will open the door...
« on: April 29, 2008, 05:46:59 PM »
So I have to write something like:

if(a.length=4 && a=1342)
{
/do something/
}

Where "a" is my string variable,"4" is the number of books and "1342" is the right combination.
Is it correct?If not,how do I write this?

35
Technical forum / Re: The right sequence will open the door...
« on: April 28, 2008, 05:00:00 PM »
I understand,but what's the command to check the lenght of a string?

36
Technical forum / The right sequence will open the door...
« on: April 26, 2008, 04:58:54 PM »
I'll try to explain myself the best I can...
I have this first person scene in which you can see a bookcase.In this bookcase there are four interactive books,that must be pressed in a certain sequence in order to open a door.If a book is pressed,it plays an animation.After You pressed all four books,the program should check if they have been pressed in the right sequence,and if not,the player must be able to start again from the beginning.
What's the best way to do this?I think I have to use arrays in some way,but I dont' know exactly how to...

37
Scripts, plugins, utilities, goodies / Re: Icon based dialogues
« on: April 16, 2008, 04:03:09 PM »
It doesn't seem to work and I really don't know why...I'm starting to give up...
What about a complete step-by-step tutorial for people who doesn't know a thing about scripting in WME like me?
Believe me,for a person who's not so familiar with programming,this procedure is quite difficult...and I'm sure a lot of people would like to use icon based dialogues...Anyway,thanks for your help!

38
Scripts, plugins, utilities, goodies / Re: Icon based dialogues
« on: April 16, 2008, 01:58:23 PM »
Ok,it worked...the only problem is that the actor can walk during the dialogue!How can I solve this?
I tried to set Game.Interactive = false; but in this way the player can't choose the dialogue icon!
Sorry for all this problems,but I'm dreaming of creating a Broken Sword Style adventure,and I need this kind of dialogue...

39
Scripts, plugins, utilities, goodies / Re: Icon based dialogues
« on: April 16, 2008, 11:31:20 AM »
I've got this entity called "venditore",and when I Leftclick on him I want the dialogue to start...I've got no problem with the traditional method,but i dont' know how to implement the icon method...what do I have to write inside "venditore.script"?

40
Scripts, plugins, utilities, goodies / Re: Icon based dialogues
« on: April 16, 2008, 10:59:09 AM »
Ehm...no one can give me a help?
Please?

41
Scripts, plugins, utilities, goodies / Re: Icon based dialogues
« on: April 15, 2008, 08:17:26 PM »
Yes,I didn't have it! I solved it,but I still don't know how my entity script should look like...
Can you give me a short example?

42
Technical forum / Icon dialogues
« on: April 15, 2008, 07:35:55 PM »
I've found the article on Wiki "Icon based dialogues"
I tried to use it,but it doesn't work.The problem is that I dont' know what I'm doing at all...
Firsi,it gives me a lot of errors:

20:09: CUIWindow::LoadFile failed for file 'windows\dialogueWindow.window'
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 21
20:09:   Call to undefined method 'AttachScript'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 42
20:09:   Call to undefined method 'CreateButton'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 46
20:09:   Call to undefined method 'SetImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 47
20:09:   Call to undefined method 'SetHoverImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 42
20:09:   Call to undefined method 'CreateButton'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 46
20:09:   Call to undefined method 'SetImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 47
20:09:   Call to undefined method 'SetHoverImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 42
20:09:   Call to undefined method 'CreateButton'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 46
20:09:   Call to undefined method 'SetImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 47
20:09:   Call to undefined method 'SetHoverImage'. Ignored.

And then...how my entity script should look like?
I know,I could use the standard dialogue method...but I want Icons!I need them!
Help me out....

43
Game design / Re: Free actor for you...
« on: April 15, 2008, 07:24:49 PM »
I can't download it....where the heck Do I have to click??

44
Scripts, plugins, utilities, goodies / Re: Icon based dialogues
« on: April 15, 2008, 07:21:41 PM »
Damn...I don't know what I'm doing...I tried to use this method,but it didn't work...It gives me a lot of errors like:

20:09: CUIWindow::LoadFile failed for file 'windows\dialogueWindow.window'
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 21
20:09:   Call to undefined method 'AttachScript'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 42
20:09:   Call to undefined method 'CreateButton'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 46
20:09:   Call to undefined method 'SetImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 47
20:09:   Call to undefined method 'SetHoverImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 42
20:09:   Call to undefined method 'CreateButton'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 46
20:09:   Call to undefined method 'SetImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 47
20:09:   Call to undefined method 'SetHoverImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 42
20:09:   Call to undefined method 'CreateButton'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 46
20:09:   Call to undefined method 'SetImage'. Ignored.
20:09: Runtime error. Script 'scripts\dialogueObject.script', line 47
20:09:   Call to undefined method 'SetHoverImage'. Ignored.

And how my entity script should look like?
I could give up and use the standard dialogues method...but I want it!I want the icons!
Help me out...

45
Game announcements / Re: An Alchemist Tale
« on: February 21, 2008, 09:29:21 AM »
Thank you,guys!
Wintermute allowed me to create my first adventure game...At this point,the less I can do is to translate it to English so that you can play it!But it could take a while,since I'm not that good in English...
Anyway,I promise you I will try!

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