I've got the pen, the remote, the honey, the envelope, the letter, and the vacuum cleaner (containing wallet). So what do I do with them?!
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Show posts Menufunction on_mouse_click(MouseButton button) {
// called when a mouse button is clicked. button is either LEFT or RIGHT
if (IsGamePaused() == 1) {
// Game is paused, so do nothing (ie. don't allow mouse click)
}
else if (button == eMouseLeft) {
ProcessClick(mouse.x, mouse.y, mouse.Mode );
}
else if (button == eMouseRight || button == eMouseWheelSouth){
// right-click our mouse-wheel down, so cycle cursor
mouse.SelectNextMode();
}
else if (button == eMouseMiddle) {
// Middle-button-click, default make character walk to clicked area (a little shortcut)
// Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
// leave our options open - what if you have a special script triggered
// on "walking" mode?
ProcessClick(mouse.x, mouse.y, eModeWalkto);
}
else if (button == eMouseWheelNorth) {
// Mouse-wheel up, cycle cursors
// If mode isn't WALK, set the previous mode (notice usage of numbers instead
// of eNums, when it suits us)...
if (mouse.Mode>0) mouse.Mode=mouse.Mode-1;
else
{
// ...but if it is WALK mode...
if (player.ActiveInventory!=null)
{
//...and the player has a selected inventory item, set mouse mode to UseInv.
mouse.Mode=eModeUseinv;
}
else
{
// If they don't, however, just set it to mode TALK (change this line if you add more cursor modes)
mouse.Mode=eModeTalkto;
}
}
}
}
Quote from: OneDollar on Tue 29/07/2008 14:29:21
Creator's point is the most likely answer; you always have to link your code to an action. Make sure that when you choose the inventory item and click the Events lightning bolt you have iBottle_Look written next to Look at inventory item.
If you've already done that let us know.
Quote from: matti on Tue 29/07/2008 10:35:51No, that doesn't work either.
Can you click the items (e.g. use them)?
Quotefunction iBottle_Look()
{
Display ("Yes, you're carrying a massive water bottle. You don't even have a bag. It's best not to ask about it.");
}
Quote from: Makeout Patrol on Mon 28/07/2008 22:15:12Thanks, it was the second one. Now I know not to make that mistake again!
Go into your room script and see if there's a blocking command (something like character.Walk() if it's set to block or Display() or something) in the room_Load() function. If not, the other common mistake is importing a black picture as a new background rather than replacing the current background, so make sure you haven't done that, either.
QuoteMake sure that you haven't used a blocking command in the "Player enters room (before fadein)" event for that room. Remember that this event happens BEFORE the screen fades in.
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