Custom interface gives problems

Started by , Wed 01/12/2004 10:02:49

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Abisso

For my game, to use the less cursors i could, i invented this system:

-a left click, makes the charachter walk

-a right click, opens a popup GUi, with the verbs like Talk, Pick up, Magic (which i still have to implement)

I used a ProcessClick to simulate the use of a specific action on the screen, for each button of the GUi.

The problem is that now, my LucasArts-style inventory, doesn't work anymore!
When I click on an item, nothing happens. I know this is logical, but nonetheless I'm unable to resolve the matter.
Maybe the precise question could be:"How to use something like ProcessClick, but working also on Inventory?

I add that the standard Inv interface (the one within the Demo Game) at least changes the cursor in the shape of the item, but any interaction with other objects/items/charachters, is still impossible.

Thanks for your help, from now, and sorry for my horrible english (I'm Italian)

Darth Mandarb

Don't worry about your English ... it was actually very good for a non-native speaker :)

I don't know much ... but check to see if "Handle Inventory Clicks in Script" (in the Mouse section of the general settings) is checked.Ã,  If it is, you may need to uncheck it to make it work.Ã,  Or, conversely, if it isn't checked and you're handling the clicks via scripting, you'll need to check it.  That solved a similar issue I was having before!

I'm sure it's more complicated ... but that was the first thing that came to mind when reading your question.

Abisso

Unluckily, I tried that before, and it wasn't the right solution.
Anyway, I managed to create a gui with buttons and make each one of them (with SetActiveInventory) set a different inventory item.
It's a non practical solution, I know, but i preferred it due to the other gaming interfaces I already done.

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