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1
Questions and Answers / Center the screen on the character script
« Last post by KingR on March 13, 2025, 12:35:53 am »
Hello everyone. I'm currently working on FOnline Reloaded Season 2, and I'd like to know if anyone knows a command to center the screen on the player character. I've searched high and low in the scripts and haven't found anything.

Thanks for your help!
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Questions and Answers / Re: Dialog
« Last post by KingR on March 09, 2025, 05:16:25 pm »
Ok thank you very much. I will try this
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Questions and Answers / Re: Dialog
« Last post by Trapper Luke on March 03, 2025, 10:05:09 am »
Adding avatars is possible, but doesn't work just like that. You have to go into coding, this way https://github.com/TheGreatDoc/fode/blob/master/Server/scripts/client_screen_dialog.fos
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Questions and Answers / Dialog
« Last post by KingR on March 02, 2025, 11:49:57 pm »
Hi everyone!

I put back the original dialog window, and it works fine.

Only, I have two things I would like to do:

- First, and this is the most important thing, I would like center the screen on the player when the dialog window is called, do you have any ideas to do that?

- And optionally,, I would like to be able to display an image in addition to the dialog window, which would depend on the npc. In fact I was thinking of putting a still image of the "talking head", while waiting to be able to put the original animations. (big work later on that). I noticed that there was an "avatar" field in dialogEditor, but it doesn't work.

Thanks for help !
5
Questions and Answers / Re: Audio lines
« Last post by KingR on March 02, 2025, 09:58:48 pm »
Problem solved thanks !!!!
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Questions and Answers / Re: Audio lines
« Last post by KingR on March 01, 2025, 02:40:00 pm »
Yes, absolutely! This command is in config.fos. I copied and pasted this into the _QuakeScreen void to test. (it's launched from a dialog line)

void InitializeGame()                  // Export
{
...
__DisableMouseEvents = false;
}

But there is another one in this form in client_cutscene.fos :

void mouse(int onoff, int, int, string@, array<int>@)
{
__DisableMouseEvents = (onoff <= 0);
}

However I don't know how to add a time event in :

void _QuakeScreen(int noise, int timeMs, int, string@, array<int>@)
{
   
   //__DisableMouseEvents = true;
   //Player.loseTurn = true;
   QuakeScreen(noise, timeMs);
   
}

in this form?

 CreateTimeEvent(AFTER(REAL_SECOND(X)), "name_lineX", npc.Id, false); //goes towards an uint

 ???
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Questions and Answers / Re: Audio lines
« Last post by Slowhand on March 01, 2025, 02:04:55 pm »
   __DisableMouseEvents = true; // I added this, but the mouse freezes permanently

Well, I haven't tried, but where is the code where you enable the mouse events? Somewhere you should be calling __DisableMouseEvents = false; right? Maybe add an event timer for it? Just some ideas.
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Questions and Answers / Re: Audio lines
« Last post by KingR on March 01, 2025, 11:28:37 am »
On the other hand, do you know a trick to disable the player's mouse for a given time? I saw something about it in the code, but I couldn't develop it.

void _QuakeScreen(int noise, int timeMs, int, string@, array<int>@)
{
   
   __DisableMouseEvents = true; // I added this, but the mouse freezes permanently
   //Player.loseTurn = true;
   //QuakeScreen(noise, timeMs);
   
}
9
Questions and Answers / Re: Audio lines
« Last post by KingR on March 01, 2025, 11:26:35 am »
Thank you very much Slowhand, you save me many hours of testing for nothing.  ;D
They had wanted to include this in this form: bool canStop

void PlayVideo(Critter& cr, string& videoName, bool canStop)// Export   
{
    if(cr.IsPlayer())
        cr.RunClientScript("_PlayVideo", canStop ? 1 : 0, 0, 0, videoName, null);
}



But it is not developed.  ::)
10
Questions and Answers / Re: Audio lines
« Last post by Slowhand on February 27, 2025, 08:33:59 pm »
Neither in FOClassic nor in Reloaded S2 such features do not exist. You cannot stop a sound once it's played.
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