Hi,
I have two problems, I have created a room to act as a menu with hotspots for the buttons but my problem is,
I want to disable the dropdown inventory GUI for just this room. I've tried a couple of things, mostly examples given already such as enters rooms, leaves room.
I believe I am using the [MODULE] SingleCursor 1.1 by hedgefield if that makes a difference.
OTHER PROBLEM SOLVED. THANKS slasher.
try making him walk eblock for starters...
Thank you, that worked, I just didn't click that was what was missing. That solves one problem.
Perry.LockView(6);
Perry.Animate(0, 1, 0, eBlock, eBackwards);
Perry.UnlockView();
/* does this animation loop once else repeating..?
eg:
cEgo.LockView(12);
cEgo.Animate(0, 0, eOnce, eBlock, eForwards); loop 0, delay 0, once only, block, forward
cEgo.UnlockView();
*/
It animates once, it is his pick up animation, it then changes back and the script carries on.
then you'll want:
Example
Perry.LockView(6);
Perry.Animate(0, 1, eOnce, eBlock, eBackwards); // will run the animation just once blocked and then return view
Perry.UnlockView();
Thank you, I will change the script and see how it runs. I need to do a little fine tuning with where he walks but other than that
he runs fine now. Thanks for the help slasher.
good luck (nod)
Quote from: GameMaker_95 on Fri 24/07/2015 11:43:16
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I want to disable the dropdown inventory GUI for just this room. I've tried a couple of things, mostly examples given already such as enters rooms, leaves room.
I believe I am using the [MODULE] SingleCursor 1.1 by hedgefield if that makes a difference.
---
You can turn the Gui.visible to false in the repeat function in the room script. If you do it in i.e. the load function the Gui will turn invisible at load, but will then be turned visible again by the global script. So if you do it in the room script you need to keep turning the visibility off. You could off course make the change in the global script instead.
Thank you Grok, I will give it a try and get back to you.
Thanks Grok, I tried it and it worked perfectly.