Different rooms with GUIOn/GUIOff

Started by Alexis Vale, Sat 27/09/2003 23:29:03

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Alexis Vale

Okay, I have 6 different GUIs.

0: Statusline
1: Iconbar
2: Inventory
3: Menu
4: Map
5: Seqbtns

I want some of them to be off in different screens. So, I read about changing the GUI so that the Visible is Popup Modal. I did this. Still, when I test my game, all the GUIs are visible. I'm guessing that it has something to do with my room script file. Right now it looks like this:

// room script file
function game_start(){
GUIOff(0);
GUIOff(1);
GUIOff(2);
GUIOn(3);
GUIOff(4);
GUIOff(5);
SetMouseCursor(8);
}

Am I using the correct function? Also, the cursor doesn't seem to change from the default walk cursor to the cursor with the int 8.

Thanks.

Arcangel

Hi Alexis

It can be that the problem this in the place where these placing the GUI, I think that it should be in the main global script file something as this.Since the function game_start () it exists her you should not create independent in a room (Ctrl-G):  
 
/ / main global script file    
function game_start () {    
/ / called when the game starts, before the first room is loaded    
GUIOff(0);    
GUIOff(1);    
GUIOff(2);    
GUIOn(3);    
GUIOff(4);    
GUIOff(5);    
SetMouseCursor(8);    
}  
 
This way you will have all Off, But I believe that serious good to leave the iconbar ON so that from the you can make the adjustments or to call to the other GUI, although it can be that you are calling the gui with the button of the mouse. Not him you... :D

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