Two questions: Restore Game command, and ignoring verb coin script

Started by Ace_Gamer, Wed 16/11/2005 22:05:59

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Ace_Gamer

ok. in my game i have my starting screen with two options to click on:
- START GAME
- LOAD GAME
the start option is fine but i don't know what script command to use to bring up the load game screen.

another problem i have is: i am using a verb coin gui (i did the scripting myself, and it nearly killed me  :o ) but when i want to click on one of the above options, i have to bring up the verb coin. is there a way to be able to click on an option without having to bring up the verb coin gui?

Ashen

First question:
It depends on whether you're using a custom Load GUI, or the default one. If it's the default one, RTFM:
Quote
RestoreGameDialog

Displays the restore game dialog, where the player can select a previously saved game position to restore.
The dialog is not displayed immediately; instead, it will be displayed when the script function finishes executing.

Example:

if (IsKeyPressed(363)=1) RestoreGameDialog();

will bring up the restore game dialog if the player presses the F5 key.
See Also: RestoreGameSlot, SaveGameDialog

If it's your own, you'll need a bit more scripting (what exactly depends on how the GUI is set up).

Secondly:
Again, it kind of depends. I guess you only want to ignore the verbcoin in the startup room? You could add a condition to on_mouse_click to stop the verbcoin from appearing in the start room, e.g. (Warning: pseudocode - probably won't work as is):
Code: ags

if (button == eMouseLeft) {
  if (player.Room == 1) { // Player is in first room
    ProcessClick (mouse.x, mouse.y, eModeInteract); // So process clicks normally
  }
  else { // Player is somewhere else
    //Do verbcoin code
  }


Or you could make an on_mouse_click that ignore the verbcoin in the start room's Room Script, and use ClaimEvent() to make it run instead of the main one (again, pseudocode):
Code: ags

//Room script for Room1


function on_mouse_click (MouseButton button) {
  ProcessClick (mouse.x, mouse.y, eModeInteract); // Process clicks normally
  ClaimEvent(); // Blocks global on_mouse_click
}

//rest of room script


But, the easiest way might be to have your 'New Game' / 'Load' buttons on a GUI - on_mouse_click isn't called on GUIs, so the verbcoin shouldn't be activated.
I know what you're thinking ... Don't think that.

Ace_Gamer

THANK YOU SOOOOOOOOOOOOOOOoooooooooooooooooo much!!!! ;D this makes my game so much better and more professional

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