Hello all! I'm stumped...I'm trying to rework my Iconbar GUI so that when the mouse moves over the buttons for Walk, Look, Save, etc., a box in the middle of the GUI displays the name of that button. (Although I want the display box to say things like STRIDE, MEDDLE, OGLE and so on instead of Walk, Touch, Look.) How can I go about this? Thanks!
I know this has been answered before - but I can't find it anywhere, even when I cheat and look for the answer instead of the question. Perhaps it should go in the BFAQ? It's not really frequently asked, but it has been asked a few times and might be handy to include anyway.
That said, the answer isn't really that difficult: use GUIControl.GetAtScreenXY and repeatedly_execute_always (since gIconbar is blocking). E.g.:
function repeatedly_execute_always() {
if (GUIControl.GetAtScreenXY(mouse.x, mouse.y) == btnIconSave) lblIconAbout.Text = "Save your game";
else if (GUIControl.GetAtScreenXY(mouse.x, mouse.y) == btnIconLoad) lblIconAbout.Text = "Restore a game";
else if (GUIControl.GetAtScreenXY(mouse.x, mouse.y) == btnIconExit) lblIconAbout.Text = "Quit the game";
// Etc for the other buttons you wat
else lblIconAbout.Text = ""; // mouse isn't over a labled control, so clear it.
}
(This obviously requires you to make a Label called 'lblIconAbout' to display the descriptions.)
Woo-double-hoo! That's twice you've solved my problems in one night, I should send you some cookies. :) I swear I tried looking around and reading first, I couldn't find any answers that made sense to me until this one, because I didn't really understand the label functions until just now. Thanks twicely, man!