problem: interaction editor limited

Started by Dommie, Thu 01/12/2005 21:27:32

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Dommie

I've looked over the technical forums for info on this but couldn't find any.
I've made 12 different cursor modes and would like to apply interactions for an object for each cursor mode, but it only allows cursors modes 1 to 9 as standard. How do I get the other modes to show up in the interaction editor?

Khris

They won't show up, no matter how many cursors you add.
You've got to use the "any click"-interaction and then run a script that handles the additional cursors.

Candle

#2
.............

Ashen

Candle, I'm not quite sure what you mean with that...
As far as I can tell, Dommie's problem is using the modes on things, not changing to them - all your code would do is switch the mode to eModeTurn, stopping any other interaction from running.

You have to use the 'Any click on Object' interaction (as as been said - also works with Hotspots & Characters), and set conditions for your modes (as khrismuc said), e.g.:
Code: ags

if (mouse.Mode == 10) { // or the script name of your mode (eModeWhatever)
  //Run interactions
}
else if (mouse.Mode == 11) { // again, or script name
  //Run interactions
}
else if (mouse.Mode == 12) { // blah blah script name blah
  // You get the idea...
}


If the problem IS changing to your new modes:
- Make sure you've checked the 'Standard cursor mode' box on the Cursors window, so the new mode will be included in the right-click cycle.
- Add buttons to your GUIs witht their left-click interactions set to 'New cursor mode' and their 'New mode number' set to the mode you want.
I know what you're thinking ... Don't think that.

Candle


Dommie

thanks. I was hoping that there was a way to get them all to show up. But I guess this'll do as a way round it, thanks khrismuc and Ashen.

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