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Messages - Rainbow Guy

#1
The first two lines are :-

else if (GetGlobalInt(10) > 5 ){         //so global(10) has to be greater than 5 right
  ProcessClick( mouse.x,mouse.y, 8 );

but if you put a Display("%d", GetGlobalInt(10)); in the first line of usermode1 ( where the ProcessClick points to) it come out as "0"  :o

#2
I'm not sure where to start on this one, but here goes,
I'm creating a GUI (we all do ) but have run into a wierd problem, i have this script :-


else if (GetGlobalInt(10) > 5 ){Ã,  Ã,  Ã, 
Ã,  ProcessClick( mouse.x,mouse.y, 8 );
Ã,  SetCursorMode(MODE_WALK);
Ã,  StrFormat ( output, "Walk To 2 @OVERHOTSPOT@" );
Ã,  SetLabelText (0, 11,output);
Ã,  SetGlobalInt (10,0);Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, ***this is the problem line***
Ã,  Display("222");


when the Else If statement "runs" it seems to process down to the SetGlobal statement before doing the Process Click, how can i make the program "wait" until the Process Click has finished, or can't i ?
Ã,  }

( if i take this line out with // it works. If i leave it in it passes 0 to Process Click )
#3
I thought SetMouseCursor only effected the picture, not the mode  :-\
and the reason for me wanting to change the cursor, is eventurely i want the game to use just one Cursor

Thanx again for your help  ;)
#4
Yep that works fine, thanxÃ,  ;DÃ,  ;D ;D

but i still don't see why mine didn't  ???
#5
Your right i don't need "'SetMouseCursor(4)" but i still can't get the thing to workÃ,  >:(

i have "SetActiveInventory (-1);" all over the script now, and still no
#6
I'm having trouble deseleting an inventory item, i have this in my GUI


if (button==6) {Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã,  Ã, // My Use Button
Ã,  SetCursorMode(MODE_USE);
Ã,  SetMouseCursor (4);
Ã,  SetLabelText (0, 11, "Use @OVERHOTSPOT@");
Ã,  display ("222");
Ã,  SetActiveInventory(-1);
Ã,  }

It displays "222" but the last item selected still comes upÃ,  Ã, :o What's going onÃ,  ???

======================================
Solution !

put the line :-

Ã,  SetActiveInventory(-1);

before you set the mode :-

Ã,  SetCursorMode(MODE_USE);
Ã, 

I don't know why but it worksÃ,  ;D
#7
Where Do You Upload Avatars  ??? (can't find it anywhere)
#8
Still having trouble with the Modes, if you write :-

SetCursorMode(MODE_USE);
Display("%d",GetCursorMode());

You get 2 right !,



But when i write :-

SetCursorMode(MODE_USEINV
Display("%d",GetCursorMode());

it come out as 0, which is the same as WALK

whats going on ?

#9
Beginners' Technical Questions / Use Modes ?
Wed 11/08/2004 02:03:07
That's the difference between the USE and USEINT modes, i'm confused  :o
#10
Beginners' Technical Questions / DONE IT !!!
Tue 10/08/2004 19:40:01
At last i think i've got it sorted, ( How to handle Inventory Clicks in the scrpit) simply :-

1, Check "Handle Inventory Clicks In Script" in the general settings

2, Use the command :-

if (button == LEFTINV) {

**do stuff**

}

I'm so Happy  ;D ;D ;D
#11
Could someone please explain how to do a Maniac Mansion Deluxe type Inventory from the begining as i am Totally stuck now  :'(  :'(  :'(

All the threads are messed up, and i can't find a step by step guide anywhere.

#12
The template that i've been following has :-

" #sectionstart inventory1_a  " highlighted in grey, but my script just doesn't :-(
#13
Thanks, but i'm really looking for something that detects Inventory Clicks ?
#14

Now this one is a total head scratcher, My global script just doesn't contain the section :-

"#sectionstart inventory1_a  // DO NOT EDIT OR REMOVE THIS LINE"

i have an inventory window thing, i've tried both invent settings Normal and GUI, but that section is just missing from my script  :o Please Please help  :'(
#15
I'm still having problem with my GUI, heres the latest one,

How do you make a "use OBJECT with SOMETHING string ?

The good news is i think i've got the rest sorted :)
#16
Which file (manual) did you use ??? maybe i'm using the wrong thing  :o
#17
Hi, I have another little problem, and i didn't know where else to post it so, you know when you set the Cursor Mode.  example :-

SetCursorMode(MODE_LOOK)

How many different type are there, the manual doesn't say, i'm looking for the Interact mode, but MODE_INTERACT doesn't seem to work :-(
#18
I know this has been covered allot before but....

Could we go over again how to create an inventory window with working scroll bar/buttonsÃ,  ;)

all the threads i've read so far, seem to be from people who are half in to it, but where do you start. For example this bit :-

//Ã,  DEFAULT INVENTORY WINDOW
//Ã,  InventoryScreen();
//Ã, 
//Ã,  Ã, CUSTOM INVENTORY WINDOW
//Ã,  Ã, GUIOn (1);

which do i go forÃ,  ???

and where do i go from there ???
thanx
#19
Hi, so i thought i'd have a go at doing my own interface thing. So i created a button and gave it an Image and a MouseOverImage, but when i test it, it does swop the images but not when the cursor is fully over the Image.
The "area" is the right size but its shifted up and to the leftÃ,  ???

What am i doing wrong ?

====
Update : O.k. i seem to have it nailed down to the GUI backgroung image (when i used a small image it works ), but its the right size and all the Graphics line up
#20
Quote from: Hotspot on Sat 07/08/2004 11:03:29
you can Putting:
#define saveselected 2
in the script header will name global int 2 'saveselected' so you can do
SetGlobalInt (saveselected, 1); and GetGlobalInt (saveselected) etc. etc.

Thanks man, thats well worth knowing  ;D ;D ;D
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