I've got this problem with my inventory GUI. The right click always results in the "LOOK" action. I don't want it to, but it does. It's annoying because there is already a look button. I have no idea how to change it. There is nothing I can see in the inventory script about looking with the right mouse button.
Perhaps posting some script? Without it, it's kind of hard to see what the problem is.
I'm just using the standard inventory GUI. I didn't change anything (except for the GUIs background graphic). Try it yourself. The same thing should happen.
This is probably the default behaviour for right-clicks on inventory items. You can customize this by checking the "Handle inventory clicks in script" checkbox in the General settings and adding something like this to your global on_mouse_click function:
//...
//}
else if (button == eMouseLeftInv) { // if left mouse button clicked on an inv item
inventory[game.inv_activated].RunInteraction(mouse.Mode);
}
else if (button == eMouseRightInv) { // if right mouse button clicked on an inv item
inventory[game.inv_activated].RunInteraction(eModeLookAt); // this is the standard behaviour, change as desired
}
//else { // right-click, so cycle cursor
//...
Thanks...
Ok, I have another inventory related question:
I've decided I don't want an inventory. Too much trouble. My character will only be able to carry 2 items at a time (however, there are more than 2 inventory items used in the game), so I thought that I could have both of them in the Iconbar that appears on the top.
One of them can be the active inventory, and I thought that the other can be an inventory box. The problem is that the inventory box would show both the inventory items. Is there a way to have two active inventories? I want it so that when the player right-clicks to change the cursor, it can cycle through both of the inventory items. Is that possible?