There are occasions in my game when the player looks at an item on the screen and I want him to see a close-up version of the item and be able to interact with it. I do not want these items in the inventory. Similar to the common situation of the player reading a book, turning pages, etc, but not taking the book with him.
Currently, I am using a new room for each of these occasions with the item in question displayed in a large size, but I would like to know if anyone has ideas on how to make this work using a pop-up window.
Thanks for your help.
JPC
I could think of a way.
Create a new GUI (Graphical User Interface) with borders that suit your ideas. Then
*if one interaction only- then
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SetGUIBackgroundPic
SetGUIBackgroundPic (int gui, int slot)
Changes the background image of GUI to SLOT.
You can pass SLOT as 0 to remove the background image from the GUI.
See Also: SetGUIPosition, SetButtonPic
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and create it large enough so its not on your borders and you have space around the inv item or if its
2 intereactions or more, than
create a button on your gui and have run script associated with that and then
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SetButtonPic
SetButtonPic (int gui, int object, int which, int newslot)
Changes a GUI button's graphic to the one you specify. This could be used as an indicator of whether a feature is switched on or off by changing its picture. Sets object number OBJECT on gui GUI to NEWSLOT from the sprite manager.
The WHICH parameter selects which picture to change. It can have these values:
1 normal picture
2 mouse-over picture
3 button pushed picture
Note that you can pass NEWSLOT as -1 to disable the mouse-over and pushed pictures.
Example: if the GUI setup in the editor specifies a pushed-pic, but you want to change the main picture in the game (and so remove the old pushed picture), you can do something like this:
SetButtonPic (2, 3, 1, 100);
SetButtonPic (2, 3, 3, -1);
which will change button 3 on GUI 2 to have normal picture the one in slot 100 and not have a pushed graphic.
See Also: SetGUIBackgroundPic, SetButtonText
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Watch out for that new room thing in some places. There was a problem with Tierra's KQ2:RTS where if you read a note (new room) while a timed sequence or trap was working, when you left the note you would have escaped. :) Unfortunately, to do this in a GUI would take some major doing. Unless you script better than me, it would look so much better as a new room. Just make sure you store all the important information about the room before going to the "close up room", because of that same problem
I just mentioned.