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Messages - stamatefilip

#1
Hmm, does not work in repeatedly_execute_always either. Same result. And anyway, if I put it like that then if I have a GUI open over the hotspots the cursor will change to Look At when I move it in that location. Even if it's a GUI that pauses the game. I guess that can be fixed with another condition, though, but still no Wait cursor.
Seems like that code is overriding it somehow, because if I remove it I get the Wait cursor.
#2
Thanks, but I get almost the same result with your code.
I uploaded the game here (http://www.mediafire.com/download.php?96trhkmb51c4gbh) if you want to give it a look. Try right clicking or left clicking on the note on the wall. You'll see that the Look At graphic remains on while the character is moving, even though eblock is on so the Wait graphic should be displayed.

And yes, the mouse clicks are handled in on_mouse_click. I only mentioned those so it was clear what happens when you click on a hotspot.

Thank you!
#3
Hi,

I want the cursor to change its graphic to Look At when its over any hotspot.
I put this in the global script in repeatedly_execute:

Code: AGS
if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) != hotspot[0])
    {
    mouse.SaveCursorUntilItLeaves();
    mouse.UseModeGraphic(eModeLookat);
    }


This works fine, however, if I interact or look at a hotspot I make the character walk to it first (with eblock on) but I don't get the wait cursor while the character moves. It just keeps the Walk graphic (or the Look At graphic it it's over the hotspot).
How can I fix that?
And is there another better global way to get the cursor to change over hotspots?

Edit: Oh, and just to be clear. I have set the left mouse button to process "eModeLookAt" if the cursor is over a hotspot and to "eModeWalkto" otherwise. The right mouse button is set to "eModeInteract". So, right now when I have the cursor over a hotspot, the graphic changes to Look At. If I left-click or right-click the appropriate even happens except I don't get the Wait cursor while the character is moving with Character.walk
#4
Yes, thanks! Even better, following monkey_05_06's advice I approached it another way.
I made the object unclickable, then made a hotspot for it. So now there's two hotspots, one for the transparent object and the one behind it. I think it's better like this in case I want to have other stuff behind the transparent object later! Plus, you get the ego interactions as well which weren't accessible either when the player was behind the object!

I know, I must sound too enthusiastic for such small stuff, but just yesterday I installed AGS for the first time. :)
#5
Hah, thanks! You pointed me in the right direction I think!
I used this on the transparent object:

Code: AGS
function oLight_Look()
{
 if (Hotspot.GetAtScreenXY(mouse.x, mouse.y) == hLeftLamp)
  Display("Now the click gets right through it!");
}


Seems to work for now!
#6
Hi!

I encountered a little problem. So, I have a transparent object behind which the player can move, but if I place a hotspot behind it, I can't access it with "Look at hotspot", "Interact hotspot" and so on. Basically, I want to be able to interact with the transparent object too, but the area where the hotspot is should belong to the hotspot.

Is there a way to move the hotspot in front of the object? That seems like it would solve my problem.

Thank you.
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