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Messages - stateofpsychosis

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1
SCI Development Tools / Re: Looking for a lil help
« on: December 30, 2014, 07:29:56 AM »
ahh gotcha

2
SCI Development Tools / Re: Looking for a lil help
« on: December 29, 2014, 01:27:09 PM »
Oh that's cool...

wait codemasters?

name sounds familiar...

we're they the group that ran cmgsccc back in the day with all of those cool custom gameshark codes that let you do fun stuff other than cheating like play as kefka in ff3?

nah probably a different group just a similar name

3
SCI Development Tools / Re: Looking for a lil help
« on: December 29, 2014, 01:12:28 PM »
the realm?

I remember that game

that's back online already eh
haven't bothered with it yet though since they still after all of these years make you pay to play
I had a free trial back when it came out
seemed pretty cool

http://www.realmserver.com/

not sure if you're just trying to get it working offline for your own fun though

4
Everything-Else / Re: Confident or Arrogant?
« on: December 22, 2014, 10:59:31 AM »
oh that's a weird post for a bot to make

cool beans

5
Everything-Else / Re: Confident or Arrogant?
« on: December 18, 2014, 03:27:19 PM »
this is probably an old post

but I too am mentally ill so i hear ya.

Schizophrenia here...   
i have a tendency to sound pretentious when I talk about music theory some times so I get that but I usually stop that pretty quick by throwing in a joke. Only reason I sound pretentious to begin with is when i get into the advanced music theory where there might be crazy terms like sub-dominant minor modal interchange so it's not on purpose, but people usually figure out pretty quick that I'm not like that since I'm open to learning and sharing information with anyone from any level. and that's the way to be :)

With your case, I guess the best thing to do would be to find an even medium?
sort of a humbled quiet confidence? I dunno..

I also wouldn't worry so much about what people think this much.
It's good to be aware of how you come across to people but in general
Just be yourself ;)

6
that worked great :)

I think I'm going to have to build separate scripts for this stuff now though since I'm starting to get heap issues again...

all you gotta do to call an outside script is

Load(SCRIPTNAME_SCRIPT)

right?

cause I tried it and it failed giving me an indecipherable error message...

I'm guessing this is due to the global variables for X and Y needing to be within the room script they have to do with....  I'll have to figure out a way to keep them in the roomscript while pulling the rest out for a separate script I guess. I'll keep tinkering...

I thought that everything done in one room would automatically disload but when i restart the game and re-enter the room... that's when i get the heap error
weird
it could have to do with sci audio as well but i doubt it since this didn't start before this newest update

right now I'll use the show memory command to isolate the issue

still though... thanks the guns are working great now
actually better than the ones in space quest 0 that I saw cause the bullets in this one go strait and don't curve

update: I was able to stop the heap error on restart by changing the line in the main script for the restarting so it went to the title screen instead of to the first room
   
      // Start the room
      (if(GameIsRestarting())
          (self:newRoom(TITLESCREEN_SCRIPT))
       )(else
          (self:newRoom(TITLESCREEN_SCRIPT))
       )
   )
I'll still need to address my memory issues in general though

7
ahhh

actually that's perfect because i already have a changestate being triggered in there for the robot exploding.

thanks man

at least I was close this time :P

8
okay so I got guns working in my game,
but I can only get it to shoot at an actor or prop when it's on the screen
because I'm using the MoveTo command

is there a command that will allow me to move the actor for the bullet in whatever direction the ego is facing so that the user can shoot the gun randomly without there being a target?

don't worry, you still have to build the gun. this isn't call of duty :P

oh, I guess I also need to know how to make it maintain the direction the ego is facing when the ego's view switches to the shooting gun view.

just had an idea for something like (if(send gEgo:loop(0))
                                                        (bulletMan:setMotion(MoveTo nsRight)) )
                                                       ... same thing for each loop (direction) etc

   and if that works.....  (if(send gEgo:loop(0))
                                      (send gEgo:view(41) setCycle(Fwd) loop(0)) /// the view change for the                         ego shooting the gun...
....then i'd repeat that for each loop and maybe that'll do it??

don't think that'll work though.. ran out of time to try stuff today
anyways, like I said above I'd like to know if there's a better way to do this with a different command if this doesn't work

9
SCI Syntax Help / Re: looking for a work around to get longer said strings
« on: December 12, 2014, 01:46:47 PM »
it's all good ;)

10
SCI Syntax Help / Re: looking for a work around to get longer said strings
« on: December 12, 2014, 07:30:43 AM »
oh nah that's because it's part of one of those said strings that break up (don't know the name for it)


Code: [Select]
(if(Said('use>'))
(if(Said('/keys>'))
(if(Said('//lighter'))
(if(send gEgo:has(INV_KEYS))
(if(send gEgo:has(INV_DEADLIGHTER))
Print("You remove the metal top of the lighter with your keys, take the flint and discard what's left of the dead lighter.")
(send gEgo:get(INV_FLINT))
(send gEgo:put(INV_DEADLIGHTER))
)
(else Print("You don't have a dead lighter."))
)
(else Print("You don't have any keys."))))


(if(Said('/scissors>'))
(if(Said('//firework'))
(if(send gEgo:has(INV_SCISSORS))
(if(send gEgo:has(INV_FIREWORK))
Print("You carefully cut away the cardboard from the firework and remove the explosive shell discarding the rest.")
(send gEgo:get(INV_EXPLOSIVE))
(send gEgo:put(INV_FIREWORK))
)
(else Print("You don't have any fireworks."))
)
(else Print("You don't have any scissors."))))

there's a ton of them after that so i won't post them all.


but yea did that mostly to practice doing it this way
It's working without issue right now
but I'll keep that in mind as something to keep my eye on in case problems occur later on
thanks!

11
SCI Syntax Help / Re: looking for a work around to get longer said strings
« on: December 11, 2014, 12:52:48 PM »
kk, I'll check that out because I want to know how to do this both ways

but I used the other method of using qualifying adjectives and I'm glad to say that worked a lot smoother. I was trying that before but I had them backwards.... example: ('/hole<punch>') instead of ('/punch<hole>')) as it should be

12
kk, thanks

13
oh this method works soooo much better than this one: http://sciprogramming.com/community/index.php/topic,351.html


MAJOR major kudos to you sir.

late response :P

14
where does the COMPLEXNOUN_TEXT define go in the game.sh script?

15
SCI Syntax Help / Re: looking for a work around to get longer said strings
« on: December 11, 2014, 08:41:54 AM »
k, now i went through and deleted some stuff out of the vocab that I had before doing this

and that fixed those problems...


now it crashes every time i open the toolbox the hole punch is in

god

i'm going to keep playing with the vocab and see if i can fix this

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