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Messages - Cliff White

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1
As usual, as soon as I post here for assistance, I stumble upon the solution.

In the book.script in scenes.... I changed this

actor.TakeItem("book");

to this

Game.TakeItem("book");

I don't know why this worked, but it did! and now I'm returning to coding my original game.

2
Hey All, I'm not sure what I'm missing here. I cannot seem to get any
taken inventory item to appear in the inventory box. After several days of
trying everything I could think of, I decided to start from scratch. But
even that didn't work.

 I started a new game and used all of the default items (default background and book item).

1. I added the book entity to the default Room.scene.
2. Then created the book.script.
3. I added the TakeItem action to the book.script in scenes ....

on "Take"
{
  actor.GoToObject(this);
  actor.TakeItem("book");
}

4. I verified that the book was referenced in the default items.items file and that
    the book.script file was present in the items directory.

5. I made no changes to the inventory.def file
 
6. When I run the program, everything seems to work as it's supposed to.
     When picked up, the book disappears from the screen, but does not appear
     in the inventory window and thus becomes unusable.

7.  There is no error reported in the log file.

Obviously, I'm leaving some step out. I just don't know what that step is.
Can somebody step me through the process on how to get an object to
appear in the inventory box?

Thank you!!!

3
Technical forum / Re: Doe's Wintermute provide a Text Input Box?
« on: May 18, 2020, 06:10:34 PM »
Nevermind... I found the answer. Thanks!

4
Technical forum / Doe's Wintermute provide a Text Input Box?
« on: May 17, 2020, 10:48:10 PM »
Hi All, I haven't started using Wintermute yet, but wanted to confirm whether or not it provides a Text Input Box. I'm working on a graphic text adventure with a text parser and am looking ahead to see if  Wintermute is going to be a good fit. Thanks!

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