thanks guys!!, i had no idea script only GUI's disabled the interface, all working now

1 prob though, now that GUI 3 is set to turn it'self off when the room loads... i see it quicky appear for a split second apon entering the room, it then dissapears due to the code taking effect. perhaps this is due to my computer specs? (it's age is relatively close to dinosaur feacies).
update inv didnt seem to work, i think im missing a huge chunk of code in my main GUI, since im basically working with the template provided... changing it as i go.
The inventory object is 11x8 in size, the GUI inv window is 148x11 so shouldnt be any probs there. anyway i'll paste my script, take a gander and tell us how many holes need to be filled

thanks again highly appreciated

if (interface == 1) {
if (button == 4) // see inventory
InventoryScreen();
else if (button == 5) { // use selected inventory
if (character[ GetPlayerCharacter() ].activeinv >= 0)
SetCursorMode(4);
}
else if (button == 6) // save game
SaveGameDialog();
else if (button == 7) // load game
RestoreGameDialog();
else if (button == 8) // quit
QuitGame(1);
else if (button == 9) // about
Display("Adventure Game Studio v2 run-time engine[[Copyright (c) 1999-2002 Chris Jones");
} // end if interface 2
if (interface == 3) {
if (button == 0) // disable object close up
ObjectOff(0);
GUIOff(3);
EnableCursorMode(MODE_WALK);
EnableCursorMode(MODE_TALK);
EnableCursorMode(MODE_LOOK);
}
By the way, my 'main' lucas style GUI, is infact GUI no.2... i just noticed theres no code in my script to support this GUI, MOST LIKELY THE PROB, laughs* anyways, if i could get a breif glimps of what should be added in my script to support inv for GUI 2 i'd gift wrap my soul and hand it to you on a gold platter.
thanks again, means a lot
EDIT -
i found this in the LUCASART.GUI included with AGS
/* PASTE THIS CODE INTO THE game_start FUNCTION:
game.items_per_line=4;
game.num_inv_displayed=8;
should i paste this into my global script? if so, where?