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11
Questions and Answers / How to post images here ?
« Last post by Thatgun on April 02, 2025, 12:28:35 AM »


i try to use freeimage but img not shown in post

this doesn't work:
 _img_ https://freeimage.host/i/3RVdccQ _/img_
12
Questions and Answers / Re: Dialog
« Last post by Thatgun on April 02, 2025, 12:22:55 AM »
client_io.fos -> mouse_down()
IGUIElementImageOpt@ avatar;
@avatar = GUI_AddImage(CLIENT_SCREEN_DIALOG, STR_NPC_AVATAR(dlgId)+".png", PT_ART_CRITTERS, 30, 60);

13
Questions and Answers / Re: Dialog
« Last post by Thatgun on April 02, 2025, 12:20:12 AM »
i do the same in client_io.fos
put png file in client folder





14
Questions and Answers / Re: Dialog
« Last post by KingR on March 25, 2025, 03:06:08 AM »
I found an alternative solution. With this:

void _DialogImage(int x, int y, int imageId, string@, array<int>@)

It gives a frozen image, but it's already very good

Thanks to all
15
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!
16
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
17
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
18
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 !
19
Questions and Answers / Re: Audio lines
« Last post by KingR on March 02, 2025, 09:58:48 PM »
Problem solved thanks !!!!
20
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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