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  1. Y

    FSE .msg suggestion

    Yeah that's what I thought, but since you already have an option to show and hide the messages in the script by looking at their number, I thought something similar could work. I know I wouldnt have this problem if i carefully planned my scripts and conversations beforehand, but then I would...
  2. Y

    FSE .msg suggestion

    Since this is the only place I've seen jargo post, I'm asking for it here. Can you put in a insert (not add) entry in the .msg editor, so that all the entries after the insertion point get their number incremented by one in the .msg and .ssl file? I dont know if there already is an easy way to...
  3. Y

    MVAR problem

    I'm positive that the problem was in the name of the header and .gam file. Apparently they can't start with numbers. Sorry if you guys already knew this. Damn i really wanted to give the files street numbers. Oh well.
  4. Y

    MVAR problem

    Yeah I couldn't find out what the problem was, so Im guessing it was because my files had started with numbers (23rd.h, 23Serg.ssl, etc). I copied the code from all the script and header files to new ones that started with letters and they work fine. Ill try to confirm this latter , right now im...
  5. Y

    Value vs. Reference problem

    Yeah that's what I thought. The mapper document should probably have mentioned it. :x Well that's good to know. Thanks a lot for your help.
  6. Y

    Value vs. Reference problem

    Well I made some changes and got the script to work, but my problem was that I wanted the critter to move to a hex (say hex1) and then move to hex1+400. However, in the second anim (reg_anim_obj_run_to_tile(obj,tile_num(obj)+400,-1); the tile_num(obj) was not returning hex1, it was returning...
  7. Y

    MVAR problem

    Thanks Ill do that.
  8. Y

    MVAR problem

    I'm trying to learn how to use MVARs and this is what I have so far: 23rd.h #ifndef 23rd_H #define 23rd_H // Map vars for 23rd.map Map. //MAP_GLOBAL_VARS: //GLOBAL NUMBER // All Map Vars need to start w/ MVAR_ #define MVAR_Serg_Left...
  9. Y

    Value vs. Reference problem

    I'm trying to get a critter to move in two parts, so I made a list of anims, but Im having a problem. The second part will use the last hex of the first part as its starting point, so I did this (I know its missing the "/", I took them out to make the post nicer). #define nice_move(obj)...
  10. Y

    FSE Compile problem

    Thanks a lot for your help, I put the variable definition at the begining and that solved it. :notworthy: Let's see what other walls i run into next.
  11. Y

    FSE Compile problem

    Sorry about the mistakes before, here is what I have now #define nice_move(obj,Dest) variable THSteps:=0; \ if(tile_num(obj)>Dest) then begin \ THSteps:=8...
  12. Y

    FSE Compile problem

    yeah I figure it out later, but I still have a similar problem. Suppose i do something like #define nice_move(obj,Dest) variable THSteps:=0; \ if(tile_num(Obj)>Dest) then begin \ THSteps:=8...
  13. Y

    FSE Compile problem

    I'm trying to get the hang of making new macros, so I put this in command.h #define nice_move animate_run_to_tile(tile_num(dude_obj)+1); I know that something like this is already included, but im just trying things out. Then I called it from my script like this procedure...
  14. Y

    Hex numbering in Mapper

    The function works in nodes since the second way I posted worked fine, but I dont know if putting the number works in a node. I've also tried it in the description proc, didn't work either. Damn I didn't think it would be difficult. Thanks for the move distance info, I had no idea. Also if the...
  15. Y

    Hex numbering in Mapper

    I'm trying to make a critter go to a fixed tile in the map, which in the mapper says is 19721, so here is what I did. procedure Node003 begin NMessage(mstr(109)); animate_run_to_tile(19721); end That didn't work, so I though it might be something else, but I tried this procedure...
  16. Y

    How to add the car to a map.

    I know this is off-topic but this was the latest modding thread I could find. Im trying to learn scripting using FSE 1.5a, and im trying to see if I can get a new header file to work. This is what i did #ifndef #define TESTHE_H #define NORTH (0) #endif in...
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