Here is my global script, what is wrong? I get no error messages but the textes are not shown in label
#sectionstart game_start // DO NOT EDIT OR REMOVE THIS LINE
function game_start() // called when the game starts, before the first room is loaded
{
SetGlobalInt(299,8);
game.items_per_line=5;
game.num_inv_displayed=5;
game.text_speed=7;
}
#sectionend game_start // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE
function repeatedly_execute() {
string buffer;
string madetext;
int cur_mode;
int useorgive;
StrCopy (madetext, "lll");
cur_mode = GetCursorMode();
if (cur_mode == MODE_WALK)
StrCat(madetext,"Gehe zu ");
else if (cur_mode == MODE_LOOK)
StrCat (madetext,"Schau an ");
else if ((cur_mode == MODE_USE) && (GetGlobalInt(1)==1))
StrCat(madetext,"Benutze ");
else if ((cur_mode == MODE_USE) && (GetGlobalInt(1)==0))
StrCat(madetext,"Gib ");
else if (cur_mode == MODE_TALK)
StrCat(madetext,"Rede mit ");
else if (cur_mode == 5)
StrCat(madetext,"Nimm ");
else if ((cur_mode == 4) && (GetGlobalInt(1)==1))
{
StrCat(madetext,"Benutze ");
GetInvName (player.activeinv, buffer);
StrCat(madetext,buffer);
StrCat(madetext," mit ");
}
else if ((cur_mode == 4) && (GetGlobalInt(1)==0))
{
StrCat(madetext,"Gib ");
GetInvName (player.activeinv, buffer);
StrCat(madetext,buffer);
StrCat(madetext," an ");
}
else if (cur_mode == 8) {
if (GetGlobalInt(80) == 1) StrCat(madetext,"Schlieà Ÿe ");
if (GetGlobalInt(80) == 2) StrCat(madetext,"Gib ");
if (GetGlobalInt(80) == 3) StrCat(madetext,"Öffne ");
if (GetGlobalInt(80) == 4) StrCat(madetext,"Drücke ");
if (GetGlobalInt(80) == 5) StrCat(madetext,"Ziehe ");
}
// Find out what's under the cursor, and add it to the status line
GetLocationName(mouse.x,mouse.y,buffer);
StrCat(madetext,buffer);
SetLabelText ( 0, 2, madetext);
}
#sectionend repeatedly_execute // DO NOT EDIT OR REMOVE THIS LINE
function show_inventory_window()
// This demonstrates both types of inventory window - the first part is how to
// show the built-in inventory window, the second part uses the custom one.
// Un-comment one section or the other below.
{
// ** DEFAULT INVENTORY WINDOW
InventoryScreen();
/*
// ** CUSTOM INVENTORY WINDOW
GUIOn (INVENTORY);
// switch to the Use cursor (to select items with)
SetCursorMode (MODE_USE);
// But, override the appearance to look like the arrow
SetMouseCursor (6);
*/
}
#sectionstart on_mouse_click // DO NOT EDIT OR REMOVE THIS LINE
function on_mouse_click(int button) // called when a mouse button is clicked. button is either LEFT or RIGHT
{
if (IsGamePaused()==1) // Game is paused, so do nothing (ie. don't allow mouse click)
{
}
else if (button==LEFT)
{
ProcessClick(mouse.x,mouse.y,GetCursorMode());
SetCursorMode(MODE_WALK);
}
else if (button==RIGHT)
{
if (GetLocationType(mouse.x, mouse.y) == 2) {
SetGlobalInt(299,9);
ProcessClick(mouse.x, mouse.y, MODE_TALK);
SetGlobalInt(299,0);
}
else {
FaceLocation(GetPlayerCharacter(), mouse.x, mouse.y);
ProcessClick(mouse.x, mouse.y, MODE_LOOK);
SetCursorMode(MODE_WALK);
}
}
}
#sectionend on_mouse_click // DO NOT EDIT OR REMOVE THIS LINE
#sectionstart interface_click // DO NOT EDIT OR REMOVE THIS LINE
function interface_click(int interface, int button) {
// this GUI system uses GlobalInt 80 to store which of the extended
// modes is in use (close, give, push, pull, etc)
if (interface == 0) {
if (button == 1) { // Pick up
SetCursorMode(5);
SetGlobalInt(80,3);
}
if (button == 3) { // Talk
SetCursorMode(3);
SetGlobalInt(1,1);
SetGlobalInt(80,7);
}
if (button == 4) { // Use
SetCursorMode(2);
SetGlobalInt(80,1);
}
if (button == 5) { // Look
SetCursorMode(1);
SetGlobalInt(80,4);
}
if (button == 6) { // Options
SetGlobalInt(80,6);
}
if (button == 7) { // Quit Game
SetGlobalInt(80,9);
QuitGame (1);
}
if (button == 8) { // Load
SetGlobalInt(80,5);
RestoreGameDialog();
}
if (button == 9) { // Save
SetGlobalInt(80,9);
SaveGameDialog();
}
if ((button == 10) & (game.top_inv_item < game.num_inv_items - 7))
game.top_inv_item = game.top_inv_item + 4;
if ((button == 9) & (game.top_inv_item > 0))
game.top_inv_item = game.top_inv_item - 4;
}
}
#sectionend interface_click // DO NOT EDIT OR REMOVE THIS LINE
Is Label 2 on GUI 0 definitely the one you're looking at? Is it big enough to contain the text?
Yes, it's big enough and it exists and it's the only label in this GUI.
I think i have an errror anywhere in the source code.... or do i have a bug in the cur_modes???
Maybe the GUI label has its text color set to black?
Yes, the Label text color was balck. Ha, thats funny. THX :)