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Messages - Rocco

Pages: 1 2 [3] 4 5 6
31
Technical forum / Re: sound entity dont want play
« on: November 27, 2005, 04:16:28 PM »
great thanks :-)

32
Technical forum / Re: sound entity dont want play
« on: November 27, 2005, 02:33:06 PM »
ok, thx for answering.
i have the following problem now:

the firesound should be playing in a loop, while the fire burns.
this works very good the first time, i enter the scene.
but if i go to another scene and come back i get an error:

Runtime error. Script 'scenes\raum1\scr\scene_init.script', line 57
16:20:   Call to undefined method 'PlaySound'. Ignored.

scene init script:
Code: [Select]
global feuer;

// used for determine which scene is active
Scene.name = "Raum1";

// default values
if(Stateraum1==null)
{

  Stateraum1.Visited = false;

 
  Scene.CreateEntity("knistern");
  feuer.brennt = true;

  // add scene states here

}



////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables
  if(feuer.brennt)
  {
   var firedummy = Scene.GetNode("knistern");
   firedummy.PlaySound("sounds\feuerknistern-02.ogg",true); // this line only works the first time??
   }



////////////////////////////////////////////////////////////////////////////////
if(!Stateraum1.Visited)
{

  // this is our first visit in this scene...
}

what can i do to call this entity again, turn it on and off from this and other scripts??

33
Technical forum / sound entity dont want play
« on: November 26, 2005, 02:34:32 PM »
i tried the "normal" way of implementing a sound entity but it dont work.
I made a free sound entity, and it works perfect in scene edit (right path and all).
then i wrote
Code: [Select]
  var fire = Scene.GetNode("firesound");
  fire.PlaySound();

nothing happens, no error no sound.

if i do it with:
Code: [Select]
Game.PlaySound("sounds\feuerknistern-02.ogg",true);
or
Code: [Select]
var firedummy = Scene.CreateEntity();
firedummy.PlaySound("sounds\feuerknistern-02.ogg");

it works. any suggestion what the problem is with the free sound entity???

34
Technical forum / pause video file?
« on: November 26, 2005, 01:13:45 PM »
is it possible to pause a video file?
I have an intro video, with a short duration.
At the end of this file stands the logo.
I want to hold the last picture a few seconds on the screen, without extending the videofile size.

I know i can take a picture witch fits to the end of the video, but the easiest way would be to pause the last pic of the video file.
Is this possible??


I suggestion for the engine - MoveTo command for sprite entitys.
 

35
General Discussion / Re: News about Mnemonic
« on: November 22, 2005, 03:55:24 PM »
Nice to hear from you again,
hope your residence the last days with the guys in the white robes wasnt to painful.
k where are the next stupid questions,... will follow soon  ;D

36
Technical forum / Re: Video Probleme
« on: October 30, 2005, 06:10:15 PM »
look in the game.script, there is one line
-> Game.PlayVideo("videos/first.avi", 1, 0, 0, false);

i have noticed that in the data/videos folder theres only a first_klein.avi

so you can either rename the file into first.avi or edit the code in the game.script
-> Game.PlayVideo("videos/first_klein.avi", 1, 0, 0, false);

if nothing helps, its maybe because of the wrong codec from this .avi.
try an *.avi which works with your normal windows media player or similar.
it must be in the videos folder and you must edit the code from the Game.PlayVideo("videos/yourfilename.avi",1,0,0,false);
this should work.

37
Technical forum / Re: Video Probleme
« on: October 30, 2005, 10:27:37 AM »
Hi Chris,

this example have one videofile on startup, you can download it in this thread:

http://forum.dead-code.org/index.php?topic=1021.0

i hope it helps,

videofiles are not compilied in wintermute, so you must insert the videofile in the packages folder manually, after compiling

38
Game announcements / Re: Vimana Shankara project
« on: October 28, 2005, 07:26:10 PM »
wow, wow, wow
greets from runaway, looks very good.

39
Technical forum / Re: problem with background image in spriteEdit
« on: September 29, 2005, 01:16:23 PM »
rather logical, thx this is a very useful hint :-))))

40
Technical forum / Re: problem with background image in spriteEdit
« on: September 29, 2005, 12:58:25 PM »
thx, it works :-)))
i thaught CurrentFrame works only for determining which frame is displayed at the moment.
help file -> Specifies the index of the currently playing animation frame.
my english is too bad.

41
Technical forum / Re: problem with background image in spriteEdit
« on: September 29, 2005, 09:46:38 AM »
a little question about sprite controlling:

i have this code, in the scene_init script:
Code: [Select]
global seilwinde;

var seilwind = Scene.GetNode("seilwinde_ani");
var seilwindesprite = seilwind.GetSpriteObject();

if(!seilwinde.finish)
{
  seilwindesprite.Pause();  // ani is in initialstanding at frame 1
}
else
{
   seilwindesprite.[glow=red,2,300]SetFrame[/glow](30); <- i need a method similar to this, to set the ani to frame 30
}

the if case is the initial condition, if the player triggers the right item, the ani plays to frame 30 and stop there.
this is perfect and how i need it, the problem is if the player change the room and come back again to this scene,
the ani is reseted and stands at frame 1.
then comes the else section in use, where i want to set the sprite to frame 30.
but im not able, to accomplish this case by myself.
thanks in advance

42
Technical forum / Re: problem with background image in spriteEdit
« on: September 28, 2005, 07:22:19 PM »
thx, works perfect now.

43
Technical forum / problem with background image in spriteEdit
« on: September 28, 2005, 06:36:07 PM »
the background pics are completly crappy in SpriteEdit.
i tried *.bmps and *.pngs.
here is an example -> http://www.virtual-illusion.com/rocco/ex.jpg
is this a known problem?

44
Technical forum / Re: sprite movement
« on: September 20, 2005, 09:38:58 AM »
thx a lot works fine,  ;D
your pacing, is amazing

45
Technical forum / Re: sprite movement
« on: September 20, 2005, 09:18:30 AM »
thanks, i guess i must do it with scripting, cause i need something like this:

scene entity move to 175,430 - rotate 30 deg - move to 430,400 - rotate -45 deg - move to 740,440 - rotate 0deg

but i cant rotate the entity, i tried entity.Rotate(30); and entity.Rotate = 30;  :o , but nothing happens.
can you help me out ??

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