Is there a way to check whether the player character is hidden in a room? I have a blocking function call on on_mouse_click(..) relating to the player character, but since the character is hidden in a particular room the cursor switches to wait and it waits... forever. ???
Edit-
Also, is there a way to make the whole active inv (when you cycle through actions, you get the last item you selected) not be a "Standard cursor mode"? Even if I make my own SetNextMouseCursor() or whatever, internally AGS still considers it to be a standard cursor mode.
I guess making my own user interface is a bit harder than I thought :P
Why does it wait? Because of a if (character[EGO].x == ) like conditional? You might find a way by using the character[EGO].walking variable, maybe...
Because I'm uhave a FaceLocation(GetPlayerCharacter(), x y); and I have the option so that the "character turns to face direction".
I don't think that should block the game..
Quote from: netmonkey on Thu 27/05/2004 19:19:58
Is there a way to check whether the player character is hidden in a room?
Yeah, you can check a character[].on variable. If the hide player option is ticked it holds 0. It's unofficial but seems to work fine.
QuoteAlso, is there a way to make the whole active inv (when you cycle through actions, you get the last item you selected) not be a "Standard cursor mode"? Even if I make my own SetNextMouseCursor() or whatever, internally AGS still considers it to be a standard cursor mode.
If you mean you don't want it to display a graphic of the inventory item then there is an "Don't use inventory graphics as cursors" option in the general settings pane. I'm not sure if that's what you are after, though.
Ah, ok... I found work arounds for both.... The one about active inventory just needed a SetActiveInv(-1); to clear that out :)