[SOLVED] Mouse pointer is hidden when dialog Start

Started by ndekaise, Mon 05/10/2020 15:23:28

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ndekaise

Hi all !

I'm still testing AGS and when a dialog start, the mouse pointer disappear, but the mouse is still active because I can select dialog options with it.
How can I make it visible during dialog choices ?

Thanks !

Olleh19

Quote from: ndekaise on Mon 05/10/2020 15:23:28
Hi all !

I'm still testing AGS and when a dialog start, the mouse pointer disappear, but the mouse is still active because I can select dialog options with it.
How can I make it visible during dialog choices ?

Thanks !

Have you tried  mouse.Visible=true;

?

ndekaise

Quote from: Olleh19 on Mon 05/10/2020 15:29:09
Have you tried  mouse.Visible=true;

?

Thanks for your answer, yeah I thought of that, but where to put it ? When i user Dialog.Start(); the game is blocked and the next instructions will not be executed until the dialog ends

Olleh19

Quote from: ndekaise on Mon 05/10/2020 15:32:04
Quote from: Olleh19 on Mon 05/10/2020 15:29:09
Have you tried  mouse.Visible=true;

?

Thanks for your answer, yeah I thought of that, but where to put it ? When i user Dialog.Start(); the game is blocked and the next instructions will not be executed until the dialog ends

i think you can do a couple of spaces in the dialog and write it inside the actual dialog just before he says the first line or she.

Code: ags
// Dialog script file
@S  // Dialog startup entry point
return
@1
   mouse.Visible=true;
Hologram: Greetings to you too.
return

@2
Hologram: I am you. From the past.
Hologram: As a hologram.
Roger: Cool. How did that happen?
Hologram: Please don't ask.
Option-On 3
return

@3
Hologram: This is hardly a demo game. You may decide it and make a proper game about it.
Option-Off 3
return

@4
  if (!player.HasInventory(iKeyCard)) {
Hologram: Now that you remind me. There is something I need to tell you.
Roger: And that is?
Hologram: Take a closer look at your cup.
    if (!player.HasInventory(iCup) && !player.HasInventory(iCupEmpty) ){
Hologram: Oh, you didn't pick it up from the first room.
Hologram: Let me teleport it to your pocket then.
    player.AddInventory(iCup);
Roger: Ouch. Please do not teleport stuff in my pockets again.
    }
  }
  else {
Hologram: You already have the keycard. Just use it on the door.
Roger: Thanks.

  }
return

@5
Hologram: See you around.
stop
 



morganw

Very like it is this issue:
https://www.adventuregamestudio.co.uk/forums/index.php?topic=58304.msg636624417#msg636624417

Set the 'cursor' pointer to sprite 2061 if you are using an older version of this template.

ndekaise

Quote
Very like it is this issue:
https://www.adventuregamestudio.co.uk/forums/index.php?topic=58304.msg636624417#msg636624417

Set the 'cursor' pointer to sprite 2061 if you are using an older version of this template.

Yes ! It works ! Exactly what I needed :)

Thank you so much ! :)

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