hey there, interface - mouse_cursor - question !!!

  • #1, by cpt_capslockThursday, 05. September 2013, 10:21 7 years ago
    Helllo fellow Visionairians iI salute you !!!
    i have a problem with my adventureGame going on.
    i want to make a mousecursor wich is always default (and changes when hovering over objects -for example becomes an eye )
    and i managed it so far.
    BUT , i want the right mouse button to ALWAYS change the mouse to use .. so that every command (look, walk and examine) is executed
    with the left mouse button exept for USE wich is executed by the right mouse button.
    My problem is ... when i countrol the mouseState via objects ... i can do like
    "mouse moves into object area"
    set Cursor to (for example "look)
    AND by leaving again to the default mouse
    but i want the objects to "check" if the mouse is in the use state and then ..NOT to change them to ( for example look)
    and the player must be able to switch between default and use (but not cycle through by "starts next command" )

    JEZUZ , i hope that made clear what the issue is about.
    HLP would be appreciated,


    greetings,

    cpt

    Newbie

    13 Posts


  • #2, by afrlmeThursday, 05. September 2013, 20:24 7 years ago
    create an if query inside of the on mouse over action...

    if current command is "use"
    set cursor "use" (or do nothing)
    else
    set cursor "look" (or "talk" or whatever)
    set command "look" (or "talk" or whatever)
    end if
    1
    2
    3
    4
    5
    6
    7

    Imperator

    6846 Posts

  • #3, by cpt_capslockFriday, 06. September 2013, 17:38 7 years ago
    so simple and yet so helpful.
    What would we do without you AFRLme ?

    thanks so much -

    hasta pronto,

    cpt_

    Newbie

    13 Posts

  • #4, by afrlmeFriday, 06. September 2013, 18:08 7 years ago
    so simple and yet so helpful.
    What would we do without you AFRLme ?

    thanks so much -

    hasta pronto,

    cpt_


    hmm...

    Well I guess the majority of any new members in my absence would probably, or at least possibly, run around like headless chickens? (haha)

    & you're welcome.

    Imperator

    6846 Posts

  • #5, by cpt_capslockSaturday, 07. September 2013, 20:25 7 years ago
    so true so true ... BUT as in life - in Visionaire for every solved issue we have 2 new ones.
    My question (if i may) would be :

    1.)
    i rendered out a little intro sequence in 3dmax as an .avi file and made it my "start up movie" ..it is NOT played correctly and sound and visuals are not syncronized (may have to do with the fileformat itself)
    any trouble known of this kind ?

    and
    2.)
    i have (thanks to your greatfulnes) managed to get my mouse / actions the way i wanted.
    but in the startscreen of my game (titelscreen with "play" "load/save" options and so on ...
    the mouse switches to "use" if you rightclick - cause it is a general rightclick option in the game-options.
    (script that activates on right click)
    but i want like a "special" mouse in the Start-Screen only wich can NOT do rightclicks ... only modest little leftclicks
    ... what do thou suggest ,
    your scriptness ?

    *bows deeply*

    _cpt

    Newbie

    13 Posts

  • #6, by afrlmeSaturday, 07. September 2013, 22:18 7 years ago
    1. Video support & playback is not very good in 3.7.1 & before... ffmpeg has been updated for next release so that we have better file format support & playback capabilities for both audio & video.

    having said that: .mkv format is currently the recommended video format to use for Visionaire Studio (also you can embed subtitles in multiple languages into .mkv), check out the recommended audio & video articles in the VS wiki (via above menu)

    2. menu scenes don't have interfaces as they don't have characters on the scenes & thus uses the standard commands. You are saying that you have set up some action parts inside of the mouse properties page for the right mouse button yes? & you don't want it to execute the action parts if the current scene is a menu? what you could do is create a condition "is_menu?" & set to true when opening menu or in a at begin of scene action & set as false when closing the menu... wrap the right mouse action inside of an if "is_menu?" is false if query.

    hope that helps as I didn't quite follow what you was saying in the second part.

    Imperator

    6846 Posts

Write post