Search found 4098 matches
- Sat Feb 21, 2015 3:33 pm
- Forum: Q&A Discussion
- Topic: Strange key combination that's not in debugging key list...
- Replies: 14
- Views: 2730
- Sat Feb 21, 2015 7:34 am
- Forum: Q&A Discussion
- Topic: Parallax scrolling scripts
- Replies: 4
- Views: 1831
OK, it was pointed out to me that my scripts didn't work near the map edges. I've had to change the approach, so forget what you read on the Fake Parallax page previously, and look again. Definitely wouldn't have written these scripts if I'd known it would be that much trouble. Also, it occurred to ...
- Sat Feb 21, 2015 4:23 am
- Forum: Q&A Discussion
- Topic: NPC at Spot + Create NPC
- Replies: 6
- Views: 1557
Sounds like you should just destroy all existing copies of NPC 1 before placing the new ones. That's easy:
Code: Select all
variable(idx)
for (idx, 0, npc copy count(1) -- 1) do (
delete npc(npc reference(1, idx))
)- Sat Feb 21, 2015 2:07 am
- Forum: Q&A Discussion
- Topic: Trouble with create NPC
- Replies: 4
- Views: 1232
- Fri Feb 20, 2015 3:11 pm
- Forum: Q&A Discussion
- Topic: Strange key combination that's not in debugging key list...
- Replies: 14
- Views: 2730
Cool, I see that happened very recently. What do you mean by scrolling? The scrolling of the map as you walk around, meaning the framerate? I thought some more, and realised that we can actually just add a framerate option now without changing anything else. A script command to set a framerate modif...
- Fri Feb 20, 2015 2:51 pm
- Forum: Q&A Discussion
- Topic: Parallax scrolling scripts
- Replies: 4
- Views: 1831
sheamkennedy: using backdrop slices makes no difference over using tiles. It's just a way to get around the limited tileset size. Also, I've got to disagree that the horizontal parallax in that clip is fine; I think it's pretty horrible. I wrote this script largely because of the problem with parall...
- Thu Feb 19, 2015 2:02 am
- Forum: Q&A Discussion
- Topic: Strange key combination that's not in debugging key list...
- Replies: 14
- Views: 2730
opps ! We forgot to update the debug keys documentation ; fixed now. Huh. I did not know about shift+Tab debug keys myself. When I want to mess with frame-rate I always use CTRL ALT + and CTRL ALT - Firstly James, I discussed the shift+tab debug key with you recently. Secondly, I vaguely remember t...
- Thu Feb 19, 2015 12:35 am
- Forum: General Discussion
- Topic: For, you know, historical intrest.
- Replies: 19
- Views: 6162
Oh, that explains it; I think I have seen that before. As long as you know its limitations I find it quite useful because the results are presented in a nicer format than web search engines give you. Also, James' use of 'oops' in IRC reveals an alarming trend: <Bob_the_Hamster> Oops! Sorry! <Bob_the...
- Wed Feb 18, 2015 2:08 pm
- Forum: Q&A Discussion
- Topic: Working with globals
- Replies: 11
- Views: 2268
It's the number of globals to set. That command isn't very useful anymore. Since it was added three things have changed: 1) There are 100 strings, so you can probably save a string to another one (with copystring) if needed 2) You can save strings in saved games (in nightly builds/Callipygous only) ...
- Wed Feb 18, 2015 2:01 pm
- Forum: General Discussion
- Topic: For, you know, historical intrest.
- Replies: 19
- Views: 6162
Hahah! I honestly didn't realise that it was spelt 'oops,' not 'opps'; looking through my IRC logs I didn't find a single instance of spelling it correctly. Plenty the wrong way: <TMCGone> zomg opps this is like a bad nethack blunder <TMC> opps, I blinked <TMC> opps, wrong server <TMC> opps, didn't ...
- Tue Feb 17, 2015 3:05 am
- Forum: General Discussion
- Topic: Official OHR.RPG.CE Poster & Mousepad 2014
- Replies: 64
- Views: 19083
- Mon Feb 16, 2015 6:57 am
- Forum: Q&A Discussion
- Topic: Crash Bug, replicatable at least as far back as 2012
- Replies: 3
- Views: 1191
Yes, since working.tmp was moved (it's in <User>/Application Data/OHRRPGCE/ under Windows) now all copies of custom.exe will try to place temp files in the same directory. There isn't any need for that limitation; the only reasons we do it is so that 1) if Custom crashes then it'll definitely get no...
- Mon Feb 16, 2015 6:05 am
- Forum: Q&A Discussion
- Topic: Crash Bug, replicatable at least as far back as 2012
- Replies: 3
- Views: 1191
Opps! That happens because Custom detects whether an instance is already running by checking whether the working.tmp directory already exists. But if there are less than 5 files in it, it just assumes those are some files the OS refused to delete when it was cleaning up last time (happens a lot on W...
- Mon Feb 16, 2015 12:57 am
- Forum: Q&A Discussion
- Topic: Intro animation problem
- Replies: 14
- Views: 2765
- Sun Feb 15, 2015 9:26 am
- Forum: Q&A Discussion
- Topic: Help with battles
- Replies: 2
- Views: 1131
Are you triggering this battle using a textbox conditional to start a battle, or with a script? Anyway, I think I can guess what the problem is: all the heroes in your party have current HP and maximum HP both equal to zero. This counts as fatal in battle but not outside of battle, so you would get ...