Hi
I have just noticed, having to run my game from the beginning, that my new inventory window displays inventory from old inventory window..
In Room Load:
gInventory.Visible=false;
gnewinv.Visible=true;
The new Inv gui displays but shows inv from ginventory window.
The new Inv window (gnewinv) displays Inv items from ginventory window... Do i need to lose all items not required in gnewinv gui?
Hope this is understandable.
Until I get some kind of solution I have manually lose all inv items..
cheers
barefoot
An InvWindow control doesn't contain InventoryItems, Characters contain InventoryItems.
You need to set the InvWindow.CharacterToUse property to display a different Character's inventory, otherwise every InvWindow you create is going to show the same thing.
Hi
thank you Monkey.. Both inventory's are for the same character..
cheers
barefoot
I don't know if there's a better solution, but I'd suggest to create an invisible dummy character to contain the second inventory.
Quote from: barefoot on Thu 24/03/2011 21:23:44
I have just noticed, having to run my game from the beginning, that my new inventory window displays inventory from old inventory window..
What do you mean by that? Is this about a "Restart game" menu option?
Hi
Khris..
Well, i was starting from a later Room for testing. Obviously you have to start from the beginning to enable things to kick in like new gui's, label's etc... which i find annoying.. still..
Once I restarted game from the beginning all was ok... except old inventory was in new inventory window.. I corrected this by losing all inventory for the new inventory.. long way of doing it but its ok now...
cheers
barefoot
You know about the debug commands, right?
E.g. Ctrl-S gives you all inventory, Ctrl-X allows to jump to a room, etc.
I know what you mean though, testing a part late in the game is indeed annoying due to all the stuff you have to do manually to put your game in the appropriate state.
I still have no clue about what the original problem of yours was though; doesn't matter now, seems to be solved.