Quote from: monkey_05_06 on Thu 08/01/2015 12:31:26The MouseButton parameter is eMouseLeftInv, eMouseMiddleInv, or eMouseRightInv when clicking on an inventory item.Big Thanks for help!
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Show posts MenuQuote from: monkey_05_06 on Thu 08/01/2015 12:31:26The MouseButton parameter is eMouseLeftInv, eMouseMiddleInv, or eMouseRightInv when clicking on an inventory item.Big Thanks for help!
Quote from: monkey_05_06 on Wed 07/01/2015 19:57:20need TextBox
You probably want a Label, not a TextBox.
Quote from: monkey_05_06 on Wed 07/01/2015 19:57:20idea good, but don't work
a good idea...use your code.
function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
if (player.ActiveInventory != null)
mouse.Mode = eModeUseinv;
if(cEgo.ActiveInventory==iKey){
TextBox1.Text="key";
}
}
Quote from: miguel on Wed 07/01/2015 10:54:57more than
are you serious?
Quote from: miguel on Wed 07/01/2015 10:54:57I am against bugs
Do you have something against the author?
Quote from: miguel on Wed 07/01/2015 10:54:57to warn gamers that the game is raw
Videos of bugs where he presents his game?
Quote from: miguel on Wed 07/01/2015 10:54:57you hate me?
You're mean and I don't like you.
Quote from: Darth Mandarb on Tue 25/11/2014 12:43:42I made screenshots from the project. The cursor is the same as that in the first part - white wings, GUI from inventory too while the same as that in the first part. I usually make the menu at the end of development, because for me the main locations and content: characters, objects and items.
Okay. Now... are they in game shots? I see no cursor, GUIs, etc?
Quote from: Darth Mandarb on Tue 25/11/2014 11:30:322 screenshots glued in 1 picture
Is that an "in game" screen? Looks more like just a photoshop image? Also, you need two screenshots (please review the forum rules).
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