I don't think that's quite what I meant Ryan but thanks anyhow.
I think I will be able to sort it out, given time and strength
I think I will be able to sort it out, given time and strength

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Button30.X = cFrankj.x/7;
Button30.Y = cFrankj.y/5;
GUI* theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
if (theGui == gStatusline && mouse.Mode != eModePointer)
{
old_mode=mouse.Mode;
mouse.ChangeModeGraphic (eModePointer, 2061);
mouse.Mode = eModePointer;
//WORKS OVER ICONBAR
GUIControl *gcat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if ((gcat == null) || (gcat.AsButton == null)) mouse.UseDefaultGraphic();
else mouse.UseModeGraphic(eModePointer);
}
if (theGui != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 2061)
{
mouse.Mode=old_mode;
}
//WORKS OVER ICONBAR
GUIControl *gcat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if ((gcat == null) || (gcat.AsButton == null)) mouse.UseDefaultGraphic();
else mouse.UseModeGraphic(eModePointer);
function repeatedly_execute_always() {
// Put anything you want to happen every game cycle, even
// when the game is blocked inside a command like a
// blocking Walk().
// You cannot run blocking commands from this function.
// Button32.Animate(15, 0, 2, eRepeat);
gfakeicon.Clickable=false;
LScore.Text = String.Format("Rip pieces: %d of 7", note_piece);
Lfilmleft.Text = String.Format("%d seconds", FilmTime);
GUI* theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
if (theGui == gStatusline && mouse.Mode != eModePointer)
{
old_mode=mouse.Mode;
mouse.ChangeModeGraphic (eModePointer, 2061);
mouse.Mode = eModePointer;
}
//WORKS OVER ICONBAR
GUIControl *gcat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if ((gcat == null) || (gcat.AsButton == null)) mouse.UseDefaultGraphic();
else mouse.UseModeGraphic(eModePointer);
{
if (theGui != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 2061)
{
mouse.Mode=old_mode;
}
if (gSaveGame.Visible || gRestartYN.Visible ||gRestoreGame.Visible || gPanel.Visible)
{
mouse.Mode = eModeInteract;
mouse.Mode = eModePointer;
}
//SEEMS TO WORK
if (gInventory.Visible==true && mouse.ChangeModeGraphic(eModeUseinv,2057 ))
{
mouse.Mode = eModeUseinv;
}
// TO DISABLE CP SAVE RESTORE
if (gfilms.Visible==true || gletter.Visible==true || gmemory.Visible==true)
{
gIconbar.Visible=false;
gStatusline.Visible=false;
gSaveGame.Visible=false;
gRestoreGame.Visible=false;
gPanel.Visible=false;
mouse.Mode = eModeInteract;
mouse.Mode = eModePointer;
}
if (cFrankj.Room==2 && gPasswordGUI.Visible==true)
{
mouse.DisableMode(eModeLookat);
mouse.DisableMode(eModeTalkto);
mouse.DisableMode(eModeWalkto);
gStatusline.Visible=false;
gIconbar.Visible=false;
mouse.Mode = eModeInteract;
mouse.UseModeGraphic(eModePointer);
}
// BOOK PIECES BUTTON GRAPHICS
if(note_piece==1)
{
Button1.Visible=true;
Button1.NormalGraphic=171;
note1=false;
}
else if (note_piece ==2)
{
Button2.Visible=true;
Button2.NormalGraphic=172;
note2=false;
}
else if (note_piece ==3)
{
Button3.Visible=true;
Button3.NormalGraphic=173;
note3=false;
}
else if (note_piece ==4)
{
Button4.Visible=true;
Button4.NormalGraphic=174;
note4=false;
}
else if (note_piece ==5)
{
Button5.Visible=true;
Button5.NormalGraphic=175;
note5=false;
}
else if (note_piece ==6)
{
Button6.Visible=true;
Button6.NormalGraphic=176;
note6=false;
}
else if (note_piece ==7)
{
Button7.Visible=true;
Button7.NormalGraphic=177;
note7=false;
}
else if (note_piece ==8)
{
Button8.Visible=true;
Button8.NormalGraphic=178;
note8=false;
}
// CHANGE MOUSE MODE FOR GLETTER AND GFILMS
if (gletter.Visible==true || gfilms.Visible==true)
{
gIconbar.Visible=false;
gStatusline.Visible=false;
mouse.ChangeModeGraphic(eModeInteract, 2057);
}
// FILMS TAKEN NOT TAKEN
if (Button12.Visible)
{
Lfilms.Text=("Films you have taken");
}
else
{
Lfilms.Text=("You have not taken any film");
}
Button30.X = cFrankj.x/7;
Button30.Y = cFrankj.y/5;
}
}
if ( ! IsInterfaceEnabled() )
{
mouse.Mode = eModeWait;
}
GUI* theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
if (theGui == gStatusline && mouse.Mode != eModePointer)
{
old_mode=mouse.Mode;
mouse.ChangeModeGraphic (eModePointer, 2061);
mouse.Mode = eModePointer;
}
GUIControl *gcat = GUIControl.GetAtScreenXY(mouse.x, mouse.y);
if ((gcat == null) || (gcat.AsButton == null)) mouse.UseDefaultGraphic();
else mouse.UseModeGraphic(eModePointer);
}
if (theGui != gStatusline && mouse.Mode == eModePointer && mouse.GetModeGraphic(eModePointer) == 2061)
{
mouse.Mode=old_mode;
if (gInventory.Visible==true && mouse.ChangeModeGraphic(eModeUseinv,2057 ))
{
mouse.Mode = eModeUseinv;
Lmemory2.Text.Append("[[*Some text here.");
Lmemory2.Text = Lmemory2.Text.Append("[[[[[[*Some text here");
String input = Game.InputBox("Type the filename:");
input = input.Append(".pcx");
SaveScreenShot(input);
Display("Filming.");
SaveScreenShot("wksbar1.bmp");
function repeatedly_execute_always()
{
// WHEN CURSOR OVER STATUSLINE GUI
GUI* theGui = GUI.GetAtScreenXY(mouse.x, mouse.y);
if (theGui == gStatusline && mouse.Mode != eModePointer)
{
old_mode=mouse.Mode;
mouse.ChangeModeGraphic (eModePointer, 304);
mouse.Mode = eModePointer;
}
// then other stuff
QuoteBTW, another thing, does your game use any plugins?Flashilight 121 plugion.
QuoteDo you use any advanced drawing methods in your game? Raw drawing over guis, creating dynamic sprites? Any sprites with alpha channels, any objects with translucency?No.
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