Hi there,
First of all - I don't much understand scripting...
But I wanted the cursor to change everytime it hovers over the exit hotspot.
I simply copypasted the code from a different game, because I am really a noob in this :D
the code says:
function Exit_MouseMoveG() { // makes sure cursor changes to warp when hovering on exit hotspot
if (mouse.Mode != eModeUseinv) { // unless it's an inventory cursor, which overrides
Mouse.SaveCursorUntilItLeaves();
mouse.Mode = eModeLeaving;
}
}
Also I have to have this in the header:
import function Exit_MouseMoveG();
and eventually the function is defined in the hotspod code like this:
function hZpetDoVestibulu_MouseMove()
{
Exit_MouseMoveD();
}
And... it works, so there is no problem... BUT it work only sometimes and sometimes the cursor stays changed... as you can see in this video:
sometimes the arrow down is kept and shows even in the inventory.
Any ideas how it could be fixed?
Thanks!
Oh... so no one actually know?
Interesting... :)
It seems pretty clear that it's the GUI causing this; Mouse.SaveCursorUntilItLeaves(); is not an ideal way of implementing custom cursors though anyway.
There are several existing threads about exit arrows, there's should be a relatively recent in this or the Advanced forum.
a-HA!
If I understand correctly, the mouse.SaveCursorUntilItLeaves(); change cursor when hover over the hotspot and change it back to the previous one - however if the previous one is not the default one, but some other, it keeps the other.
Tha's what causes my cursor thing.
I need to find a better solution then!