// main global script file
// called when the game starts, before the first room is loaded
function game_start() {}
// put anything you want to happen every game cycle in here
function repeatedly_execute()
{
}
function show_inventory_window ()
{
gtorginvwindow.Visible = true;
// switch to the Use cursor (to select items with)
mouse.Mode = eModeInteract;
// But, override the appearance to look like the arrow
mouse.UseModeGraphic(eModePointer);
}
function hide_inventory_window() {
gtorginvwindow.Visible = false;
}
function invbtn_OnClick(GUIControl *control, MouseButton button) {
show_inventory_window();
}
function btnbacktogame_OnClick(GUIControl *control, MouseButton button) {
hide_inventory_window();
}
Once again I'm sure it's simple, but I've been toying with it most of the morning...oh, and the button is set to run script.
In the button's event pane, check if it says "btnbacktogame_OnClick" in the field.
Also, you can put a Display line inside functions to check if they're called.
Grrr. I just assumed those types of things changed automatically when you renamed the button.
Thanks again.