Disabling automatic Walk-To Point?

Started by Janik, Sat 05/11/2005 06:50:34

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Janik

I've scripted a customized "walking" cursor using the Usermode1 cursor - this allows me to have an interaction when clicking "Walk" (my own walk) on a door, for example. It works well, I can have the cursor change into an arrow, and I have it so double-clicking instantly changes room.

Now, the problem is that if I click "Walk" on something that happens to be a hotspot with a walk-to point set, then the character first automatically walks to the walk-to point, and then walks to where you actually clicked.

So I would like to know if there is a way to disable the automatic walking-to function for a specific cursor mode (other than just look). Or, failing that, disabling it for all cursors, in which case I could take it over with scripting.
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Ashen

I don't think you can disable it for just one mode, but the 'Remove walk-to point' button in the editor should, well, remove the walk to point. Then , as you said, you can script the Walk-To point for the other modes. Giving hotspots custom properties for their Walk-to X and Y might help with that.
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Janik

I ended up doing as you suggested, with a property for the walk-to coordinates. It fixes the problem I was talking about, and it allowed me to make the move to the walk-to point non-blocking. If the player clicks somewhere else while the character is still going towards the point, then the action does not occur.
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