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AGS Forums  |  Using AGS  |  Modules, Plugins and Technical FAQ (Moderators: Gilbet V7000a, Scorpiorus, strazer)  |  Topic: MODULE: OtherRoom v0.85 (now AGS v2.72-compatible) « previous next »
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Author Topic: MODULE: OtherRoom v0.85 (now AGS v2.72-compatible)  (Read 3095 times)
strazer
Moderator
Member



« on: 05 May 2005, 18:24 »

Yet another plugin conversion: Here's my OtherRoom script module for AGS v2.7, inspired by the OtherRoom plugin by Steve McCrea.

This script module simplifies the process of enabling/disabling various things in rooms other than the one the player is currently in. This is especially handy for beginners.

Features:

 * Turn on, off and toggle hotspots and regions in other rooms
 * Turn on and off walkable areas in other rooms
 * Turn on, off, fade, toggle and position objects in other rooms
 * Get current status of things in other rooms

Advantages to the OtherRoom plugin:

 + Cross-platform compatibility
 + Additional commands (object fading, get current status)
 + Extensible & customizable

I still consider it a beta version since there may still be things I overlooked.
As with the CharacterControl module, I'm essentially looking for beta-testers, so please let me know if you find any problems.

Download here (Should work with AGS v2.70, v2.71 and v2.72)

This download includes the script module and documentation.

Changelog:

Version 0.85 (2006-04-19)

 * Quick fix to make it work with AGS v2.72 in "strict" mode

Version 0.84 (2005-08-18)

 * Fixed bug when room changed via Character.SetAsPlayer() (Thanks Bernie!)

Version 0.83 (2005-05-09)

 Major rewrite: (Thanks SteveMcCrea!)

 * Added functions to return the states of things in rooms already visited
 * Toggling now takes previous actions into account instead of overwriting them
 * States are saved when leaving and restored when entering rooms
   (handy for non-state saving rooms 300-999)

Versions 0.81 & 0.82 (2005-05-06)

 * Fixed two silly mistakes in a last-minute addition to the module

Version 0.80 (2005-05-05)

 * First public release
« Last Edit: 24 Jul 2006, 20:49 by strazer » Logged

Pumaman
Mittician
Administrator

Member


I sense danger.


« Reply #1 on: 05 May 2005, 18:27 »

Nice work, it's good to have portable versions of these things Smiley
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SteveMcCrea
Member


Mutated Guano Deviser


« Reply #2 on: 10 May 2005, 05:39 »

Excellent! I'll be using this...
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Larry Values!!11 : You really should play it.
Scorpiorus
Moderator
Member

100101101010b


« Reply #3 on: 28 May 2005, 00:17 »

Another excellent convertion!

I'm sure people will be using it, since it's what most developers need but unlike with the plugin they shouldn't worry about compatibility issues.

Good work!
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Bernie
Member



« Reply #4 on: 18 Aug 2005, 01:57 »

This is kind of an old thread, hope it's still okay to inform you of a bug:

When I switch rooms using SetPlayerCharacter, objects and regions (probably hotspots and walkable areas too) seem to use the status stored for the previous room. Looks like the module doesn't recognize the room change.

It would be great if you could fix this. I'd love to use this cool module for my game, but this one bug is preventing me from doing so.

Thanks~
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strazer
Moderator
Member



« Reply #5 on: 18 Aug 2005, 19:56 »

This is kind of an old thread, hope it's still okay to inform you of a bug:

Absolutely, please do!

When I switch rooms using SetPlayerCharacter, objects and regions (probably hotspots and walkable areas too) seem to use the status stored for the previous room. Looks like the module doesn't recognize the room change.

Hehe, interesting. Since the current room was determined using player.Room, when leaving it using Character.SetAsPlayer() the settings were saved for the new room instead.

Bug fixed, version 0.84 now up. See link above.
« Last Edit: 18 Aug 2005, 20:00 by strazer » Logged

Bernie
Member



« Reply #6 on: 18 Aug 2005, 20:22 »

Thank you very much, kind sir!  Larry Values!!11
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Candle
Member


Truly Hated


« Reply #7 on: 11 Jan 2006, 03:40 »

Ok I'm trying to use this and not working for me so will tell you what I have and maybe what I have wrong?
I have in room 8 :
Afterroom enter Disable HotSpot 6
Then in room room 3 I have
Interact Object
OtherRoom.Hotspot_On(8, 6);

Then I go back to the room 8 but the hotspot is still off?
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Gilbet V7000a
Moderator
Member


* KILL* * KILL * * KILL *


« Reply #8 on: 11 Jan 2006, 04:26 »

I bet you put the disable code of room 8 in "player enters room (before/after fade in)" so the hotspot will be disabled EVERYTIME you enter the room (even after it's re-enabled).

Move the disable code to "player enters room for the first time" instead.
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Candle
Member


Truly Hated


« Reply #9 on: 11 Jan 2006, 04:35 »

Well damn that was it. lol
I didn't know that made a diff for that.
Thanks again for your help.
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Nathan23
Member


I'm Lestat and I'm thirsty

AGS tutoring (no further info specified)Play-testing (no further info specified)Scripting (no further info specified)Story design (no further info specified)

« Reply #10 on: 17 Jul 2006, 19:07 »

I 've tried this module and I have to say that is awesome.
Just I was looking for... I'll use to my game.

Thank Strazer.. for this cool ideas..

And definitely I will put a Credit for this Module  Wink
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strazer
Moderator
Member



« Reply #11 on: 17 Jul 2006, 19:11 »

Glad you like it! Smiley
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AGS Forums  |  Using AGS  |  Modules, Plugins and Technical FAQ (Moderators: Gilbet V7000a, Scorpiorus, strazer)  |  Topic: MODULE: OtherRoom v0.85 (now AGS v2.72-compatible) « previous next »
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