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Messages - Crescendo64

#1
Hi!

I've fiddled around a little bit, and have come up with this:

This is under the LOAD DIALOGUE heading in 'Options' script.

Code: ags
else if (IsRestoreSlot(control))    {
        gLoadConfirm.Visible = true;
        CustomLoad.InitLoadDialog();
    } 
      //OK
    else if (control==btnLoadConfirmYes)    {
        CustomLoad.SelectLoadSlot(control.ID);
        gLoadConfirm.Visible = false;
    } 
    //No
    else if (control==btnLoadConfirmNo)    {
        gLoadConfirm.Visible = false;
        }

But when I run it, the game only loads the last slot saved in, not the slot I've selected. What can I do?

Thanks!
#2
Yes, I did. In fact, I'm trying it with one of the template items (keycard), but it's not working. I have tried with a fresh game in the template and it DID work, so I must just have accidentally altered some code somewhere. I'll have to fish around to try and figure out what that would be.

EDIT: I figured it out! I wanted an animated cursor, but I foolishly but the view onto the ItemInv cursor, so the image was showing up, but then immediately changing back to the animation. It's fixed now.

On another note, is there any simple way to add a confirmation button for the Load gui, like there is for the save?

Thanks again for this awesome template!
#3
QuoteInv Item as Cursor:
I've activated this setting and it seems to work just fine:
General Settings -> Inventory -> "Use selected inventory graphic for cursor" => True

Hmmm... This is interesting. I've turned this setting on, and now the cursor jumps up and to the left, as though showing the item, but it is invisible... I can't seem to find out why that is.

QuoteInfinite Running:
You might need to find an exit condition to end running. Currently it's handled in VerbGui.asc:2426
https://github.com/dkrey/ags_tumbleweed/blob/27a7745813c7869dc94aa2413b731489807e0eaf/verbgui.asc#L2426

So you could comment this out and define another condition to end running.

Ah! This worked perfectly! Thanks for your help!
#4
Hi!

Thanks for your reply. If you mean the option "Use selected inventory graphic for cursor," then I have tried that already and it did not work. Though I am not using the beta program. Would that make the difference?

As for the running, the reason is if I have a long screen and want to keep running across it, I would have to stop and slow down every time I want to run to a newly revealed part of the screen. It's more a quality of life improvement, not a necessity for anything  :-D
#5
Hi there, I had a question. Is there any way to make the cursor change into the inventory item when clicked? I tried turning on the built in setting and tried some codes, but wasn't able to override the original script.

Also, whenever you're running and you click the screen, whether you're done moving or not, it will revert back to walking. Is there any way to make it so you keep running?
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