I disabled the "Walk To" cursor in my startup script:
#sectionstart game_startÃ, // DO NOT EDIT OR REMOVE THIS LINE
function game_start() {
Ã, // called when the game starts, before the first room is loaded
Ã, gIconbar.Visible = false;
Ã, gGui3.Visible = true;
Ã, gGui11.Visible = false;
Ã, mouse.DisableMode(eModeWalkto);
Ã, mouse.DisableMode(eModeTalkto);
Ã, mouse.DisableMode(eModeLookat);
Ã, SetNormalFont(3);
But it shows up and I haven't enabled it?Ã, I am confused.Ã, See example below:
(http://www.mysterymanor.net/junk/kitchenicon.jpg)
If you've hidden the player character (as it looks like you have), Walkto should be disabled anyway.
What mode(s) are you using - do the interactions work OK (i.e. it's just the graphic that's wrong, not the mode)? Is it possible you're using an 'extended' mode (e.g. Usermode1/2 which use the walkto graphic by default) and haven't changed the graphic? Or that you somehow HAVE changed the graphic for whatever mode you're using?
The player is hidden. I am using six different usermodes with all different graphics, but none with that particular graphic. The other modes are "interact", pointer & wait. Interactions work fine. I went in and played with it a bit to try and figure it out and it seems to happen when I have an active inventory item on the cursor and you use the right click on the mouse. It starts cycling through different modes. First right click, you get the "walk to", second right click you get the pointer and the third right click goes back to the inventory item. The weird thing, is that it only happens in certain rooms. I looked through the scripts and there is no place where I am enabling that mode.....
Hmm, you're right it seems [size=0]mouse.DisableMode(eModeWalkto);[/size] doesn't work within game_start.
Looks like this mode gets re-enabled after game_start.
A workaround would be to put it within the Player enters room event of the first room.
OK, that workaround will work for me. Thanks.