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Messages - eborr

Pages: 1 ... 10 11 [12] 13 14
166
Technical forum / Re: Dialogue Window
« on: April 26, 2010, 08:48:20 PM »
the non scrolling of the window is what I want, the InGame attribute is set to false.

Can I use the talk method with an entity container ?

that didn't work the method was undefined and I guess defining a method in the entitys script wouldn't work either.

Maybe if I put an entity in the container then that would work - I guess I need to read the documentation on that .

167
Technical forum / Re: Dialogue Window
« on: April 26, 2010, 01:04:39 PM »
There you have got to the nub of the problem, if I restricted all my scenes to 800x 600 then I would have no problem, but I like the idea of scrolling scenes, ie the problem only really manifests itself when  the actor walks off to the right hand side and comes back

168
Technical forum / Re: Dialogue Window
« on: April 26, 2010, 09:37:07 AM »
OK how about this approach, is the X coordinate of a window control relative to the window, or is relative to the screen ?

When I do a Game.Msg check it always gives the position as it is coded in the window definition irrespective of where the "scene" is behind it.

As I said before the images are positioned nicely, maybe I will do a couple of screen clippings to illustrate the point

169
Technical forum / Re: Dialogue Window
« on: April 25, 2010, 11:59:14 PM »
yes they are set to false

170
Technical forum / Dialogue Window - Solved
« on: April 25, 2010, 04:20:10 PM »
I have created a dialogue window which in many ways works very well, essentially what happens is that pictures of the main character and the npc are loaded in to picture controls, and the text was loaded into a text control.  Unfortuanately by loading the text into a text box I lost the hard coded functionality in the standard talk statement.  I have managed to code something up to give me a reasonable delay but I cannot work out a way of using the leftclick to speed through the dialogue.

So I then decided to create an object, a talk robot which would use a talkrobot.Talk command to speak, and in order to ensure the correct screen position of the text I was using the subtitlesPosX derived from a window control posX.  Unfortunately  the control posX seems to be a position relative to the window and not the screen.

In my revised talk function I have allowed for the possibility of sending a x value through, but this does not work when I have screens which scroll and actors who may have different positions in which to speak from.

Working on the dangerous assumption that someone can understand the scenario, do any of you have an suggestions, my own thoughts are something along the tracking the screen width, the relative position of the object being spoken to and the position of the actor when he is speaking.

thanks

171
Technical forum / Re: Responses window on top of another window
« on: November 08, 2009, 11:27:54 AM »
works a treat thanks

172
Technical forum / Responses window on top of another window
« on: November 07, 2009, 12:22:01 PM »
Another newbie type question.

I have the requirement to set a dialgoue window on at the bottom of the sceen, then on top of that I want to use the response.def functionality, when I call the response box, it appears "under" the the new window. How can I make the response box sit on top of my new window, then disappear when a response is selected.

173
any chance I can just see the documentation without downloading the code ?

174
Bug reports / Re: DlgBranch Bug
« on: August 14, 2009, 04:26:43 PM »
I have through trial and error come up with a hack fix,  immeadaitely before the programme crashed there was a call to a method, if I commented out that line then the function was actioned and the Game.DlgBranch didn't crash WME. The next step was that I introduced a 200 ms sleep statement in between the method and the function call - it now appears to work, or at least not crash - I will now test as to whether the fucntionality works after all my screwing around with it.

175
Bug reports / Re: DlgBranch Bug
« on: August 14, 2009, 01:54:09 PM »
Actually I think the problem is not the dialogue branching, but the fact there's a "switch" command nested in a "while" loop. That's an old bug in the script compiler, where a switch command inside another switch command or inside a loop can cause inpredictable results. Try rewriting the switch into a sequence of if-else-if-else to see if it eliminates the crash.

ok tried that replaced all switch/case with if-then, not else still same windows crash - this problem does not occur in earlier versions of very similar code.  I will next try to re-work chuncks of this an see what happens. Have also tried the code on a different machine - same result

176
Bug reports / Re: DlgBranch Bug
« on: August 14, 2009, 11:35:30 AM »
Taking this a little bit further I built a simple framework to test the concept and get the same result, could the problem be that I am using an attached script or perhaps my installation of WME has become corrupted ! I have also test the script with a "clean " project, of course it may be I have an error in my coding !!

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


////////////////////////////////////////////////////////////////////////////////
//on "event"
//{
//  ...
//}


var options;

    options[0] = "this is top level option 1";
options[1] = "this is top level option 2";
options[2] =" this is top level option 3";

var selected;

while(selected !=2)

  {
 
     Game.AddResponseOnce(0,options[0]);
Game.AddResponseOnce(1,options[1]);
Game.AddResponseOnce(2,options[2]);

Game.Interactive = true;
selected = Game.GetResponse();

switch (selected)

{
  case 0:
 
    Game.Msg("this is top level case 0");
testb();
break;


     
  case 1:
 
    Game.Msg("this is  top level case 1");

break;


case 2:
 
    Game.Msg("this is  top level case 2");

break;
}
}

function  testb()

{

Game.StartDlgBranch();

var options;

options[0] = "this is testbline1";
options[1] ="this test line 2";
options[2] ="bye";
var selected;

while (selected !=2)

{

   Game.AddResponseOnce(0,options[0]);
           Game.AddResponseOnce(1,options[1]);
           Game.AddResponseOnce(2,options[2]);
            selected = Game.GetResponse();
switch (selected)

{
  case 0:
 
     Game.Msg("this is case 0");
break;

case 1:

  Game.Msg("this is case 1");
  break;
 
  case 2:
 
   Game.Msg("this is the last case");
   
   break;
   }
   }
   
Game.EndDlgBranch();
}
 



177
Bug reports / DlgBranch Bug
« on: August 14, 2009, 11:17:37 AM »
Hello I think this is probably a bug, in the sense that it manages to crash the project manager editor.

I am calling the a seperate dialogue branch within a function from an attached script
this is the code for the function.

It works fine if I omit the dialogue branching controls, but of course that then creates a logical problem in that elements with the response box are removed.

The crash occurs exactly at the point where the branch is called. I have tried variations in terms of naming the dlg branch and calling the dlg branch from another dlg branch, and all variants produce the same crash error. I have use dlg branch successfully in the past.

If there is anything that I have done wrong please advise



 
Code: [Select]
function  testb()

{

Game.StartDlgBranch();

var options;

options[0] = "this is testbline1";
options[1] ="this test line 2";
options[2] ="bye";
var selected;

while (selected !=2)

{

   Game.AddResponseOnce(0,options[0]);
           Game.AddResponseOnce(1,options[1]);
           Game.AddResponseOnce(2,options[2]);
            selected = Game.GetResponse();
switch (selected)

{
  case 0:
 
     Game.Msg("this is case 0");
break;

case 1:

  Game.Msg("this is case 1");
  break;
 
  case 2:
 
   Game.Msg("this is the last case");
   
   break;
   }
   }
   
Game.EndDlgBranch();
}



178
Technical forum / Re: Order of images
« on: August 05, 2009, 09:17:39 PM »
thank you, in these circumstances then answer I think is a combination of CreateEntity and AddEntity, I have worked out a solution by creating a background node in the scene editor, maybe not the most elegant, but it works

179
Technical forum / Order of images
« on: August 05, 2009, 08:50:02 PM »
I have dynamically created 3 entities, each of which will store an image, one of the images is a background, the other 2 should show in the foreground.

I am struggling to get the images to appear in the correct order, EG the background down first and then the other two on top.  However the ordering of the images changes if I vary the X co-ordinate of the background

Code: WME Script
  1. // background entity
  2.  
  3. var backg = Scene.CreateEntity();
  4.  
  5. //foreground
  6. var npc =Scene.CreateEntity();
  7.  
  8. var tre= Scene.CreateEntity();
  9. backg.X = 0;
  10. backg.Y=458;
  11. backg.SetSprite("interface\paper1000.png");
  12.  
  13. tre.X= 0;
  14. tre.Y=468;
  15. npc.X= 50;
  16. npc.Y = 468;
  17.  
  18. npc.SetSprite("theads\furst.png");
  19.  
  20. tre.SetSprite("theads\ron.png")


Any ideas, I am aware that I could solve the problem be creating nodes in scenes, however  this is code that I want to re-use

180
Game announcements / Re: Column22
« on: July 28, 2009, 12:16:35 PM »
small update on the web site, blog as ever full of meandering, page on videos added reached via products, this has one new cut graphic from day 1 of the story

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