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Messages - MiteWiseacreLives!

#81
The Rumpus Room / Re: Name the Game
Tue 30/04/2013 06:09:22
Who Framed Roger Rabbit?
#82
OK I got it.
Just for any weary noob ags'er like myself out there, this template does NOT like " mouse.Mode = eModePointer " I replaced that with eModeWalkto and the inventory GUI comes up as expected. AGS is not overwhelmed by a bunch of loops and if-statements, I am.
#83
Just to add to my previous post,
I am also switching characters, to the Helicopter character for the shooter .. then back to the main Char(the one with all the inventory) going back to a normal room. I am also unable to bring up the inventory when the helocopter is set to player, I assumed this was because of all the looping & repeat execute stuff going on in that level.. I don't know how to properly handle the inventory when changing characters, I am using the .SetAsPlayer() funtion.
#84
Working with the VebCoin Gui (came with AGS 3.2),
I seem to have broken the Inventory Window, won't call up on right click after returning from a certain room...
What I think is the problem is that I am using the following code in this room,
    /code
    {if (mouse.IsButtonDown(eMouseLeft))       {
      mouse.SetBounds(165, 10, 230, 230);
      mouse.Mode = eModeUsermode1;
      check_Shaking();
      }
    /code

The room is a shooter mini-game, uses timers and funtions all running in the repeatedly execute, works pretty good. BUT when I exit the room I am having glitches. In the exit function I use
/code
mouse.Mode = eModePointer;
    code/
in attempt to return the curser and and verb coin to normal, cursor and verb coin work but right-click does not bring up inventory?
Hope someone might know what I'm talking about, hope I'm on the right thread.
Thanks!
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