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====== FAQ ====== | ====== FAQ ====== | ||
+ | ===== Q: How do I setup the first game scene? ===== | ||
- | ===== Q: Ako nastavím prvú scénu v hre? ===== | ||
+ | A: Find a line in data/scripts/game.script which starts with Game.ChangeScene. Change this line to match the correct scene. | ||
- | A: Nájdite riadok v data/scripts/game.script ktorý začína s Game.ChangeScene. Zmeňte tento riadok tak, aby sa zhodo val so správnou scénou. | ||
+ | ===== Q: My scene works in Project Manager but not in compiled mode? ===== | ||
- | ===== Q: Moja scéna funguje v ProjectMan, ale nie v zkompilovánom formáte? ===== | ||
- | + | A: It's most probably path problem. Remember that you should use relative path to the package. So if you for example in WME demo have | |
- | A: Je to najviac pravdepodobne, že je to problém s cestou k súboru. Pamätaj, že mali by ste používať relatívnu cestu k balíku (package). Teda ak máš napríklad vo WME demo | + | package called data, you don't include data into the path. So in demo you have Game.ChangeScene("scenes\room\room.scene"); and not |
- | balík s názvom data, vynecháš data v ceste. Takže v deme máš Game.ChangeScene("scenes\room\room.scene"); a nie | + | |
Game.ChangeScene("data\scenes\room\room.scene"); | Game.ChangeScene("data\scenes\room\room.scene"); | ||
- | Ďalší problém môže nastať vtedy, keď sa presúvajú scény do alebo z včlenených priečinkoch. Musíte skontrolovať súbor so scénou pre presunutú scénu a okrem toho zo správnych ciest, dvakrát pozor na to, že či sa $EDITOR_PROJECT_ROOT_DIR$ skutočne vymieňa za koreňový priečinok. | + | Another problem can occur while moving some scenes into or from nested folders. You have to check the scene file for the moved scene and |
+ | apart from correcting pathes, double check that the $EDITOR_PROJECT_ROOT_DIR$ really points to root dir. | ||
+ | |||
+ | Also important to know is that all your gfx, music etc. must reside in your project directory otherwise it doesn't get compiled into packages. | ||
- | Taktiež je dôležite vedieť, že všetok gfx, hudba atď. musia byť vo vašom projektovom priečinku inak sa to neskompiluje do balíkov. | ||
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A: Normally would have been sufficient to set Game.InventoryVisible = false; but WME demo has a sliding inventory, so we would need a bit more for that. | A: Normally would have been sufficient to set Game.InventoryVisible = false; but WME demo has a sliding inventory, so we would need a bit more for that. | ||
- | Go into data/scripts/game_daemon.script file to the line which reads | + | Go into data/scripts/game_loop.script file to the line which reads |
<code script> | <code script> | ||
if(Game.Interactive && Game.MouseY < 45 &&! Game.ResponsesVisible &&! WinMenu.Visible) | if(Game.Interactive && Game.MouseY < 45 &&! Game.ResponsesVisible &&! WinMenu.Visible) | ||
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- | + | ===== Q: How to write special characters in WME strings? ===== | |
- | ===== Q: Ako zapísať špeciálne znaky vo WME stringov? ===== | + | |
A: | A: | ||
- | pre " použi ~" | + | for " use ~" |
- | pre nový riadok použi ~n | + | for newline use ~n |
- | <code script>actor.Talk("Ahoj ~"neznáma~" osoba.~nAko sa máte?");</code> | + | <code script>actor.Talk("Hello you ~"strange~" person.~nHow is it going?");</code> |
- | Výstup bude takýto: | + | |
- | //Ahoj "neznáma" osoba. | + | |
- | Ako sa máte?// | + | |