Dialogs, those damned dialogs [solved]

  • #10, z sebastianSaturday, 17. September 2016, 17:57 hodinky 8 years ago
    You are able to display/say another text than what is standing in your dialogpart choice:

    https://cl.ly/451I3Y0a3h33/Image%202016-09-17%20at%205.56.10%20PM.png
    (check "alternative text for dialog part" above the third text box)

    @second problem:
    im not quite sure if i understand it correctly, but you are able to change you cursor with an action part

    Kapitán

    2346 Posts


  • #11, z MateuszSaturday, 17. September 2016, 19:14 hodinky 8 years ago
    So easy! Thank you, I didn't find out on my own what that options do. So with that and positioning script I can have dialog they way I wanted them from the beginning.

    As for cursor. I have an inventory consisting of invisible buttons. Each button consists of "object area" (just a simple rectangle, 64x64px), and under button properties it is defined as "placeholder for items". In button action tab I added actions "cursor enters button area: set cursor "use" and "cursor leaves button area: set cursor "arrow" . When default cursor (just a simple arrow) enters the area it's supposed to change to arrow with "rotating gears". And when it leaves the area it's being changed back into simple arrow.

    When testing the game whenever there is an item in inventory slot, it works as it should. But when slot is empty and cursor enters "placeholder area", cursor completely disappears. No default cursor, no "turning gears" cursor - nothing. You need to move mouse outside the placeholder area to bring back the cursor.

    Bažant

    59 Posts

  • #12, z caligarimarteSaturday, 17. September 2016, 19:31 hodinky 8 years ago
    Did you make sure your "Turning Gears" Cursor also has an Image for the inactive Cursor State?

    Fanoušek fóra

    145 Posts

  • #13, z sebastianSaturday, 17. September 2016, 20:01 hodinky 8 years ago
    would guess the same. because no item is in thw Slot the cursor has no reason to use the active image

    Kapitán

    2346 Posts

  • #14, z afrlmeSaturday, 17. September 2016, 21:33 hodinky 8 years ago
    You do have to admit that the current dialog system isn't very flexible. It would solve a lot of problems if they ripped out everything below the top part except for the text box where you include text that will be displayed for the dialog part & replaced the rest of it with a general action part selection box - just like we have for scene actions.

    Imperátor

    7285 Posts

  • #15, z MateuszMonday, 19. September 2016, 14:14 hodinky 8 years ago
    After reading your posts I'm blushing and hiding in my lair of shame. When I was setting up a game, I created four cursor and set both active/inactive states for them. "Rotating gears" cursor was added later... and well, I forgot about inactive state. Embarrassing. Thank you for reminding me the obvious grin

    One last thing, and I'm not bothering you anymore. With a current setup, whenever cursor enters the "placeholder slot" area it changes to "rotating gears". And sometimes there is no item in the slot and IMO it looks kinda stupid. Is there an "easy" way of "applying the cursor change" only to "occupied" slots (one that actually holds items)?

    I was thinking of adding conditions to interface, something like "Slot 1", "Slot 2" and determining the button (item placeholder slot) visibility wit them - you pick an item, additional "slot" is revealed, you loose the item and slot disappear. But that kind of approach would be probably too problematic to implement and use effectively...

    Bažant

    59 Posts

  • #16, z sebastianMonday, 19. September 2016, 14:26 hodinky 8 years ago
    just have the active state of the curser have the gears and the inactive state look normal. The cursor only gets active if an item is inside

    Kapitán

    2346 Posts

  • #17, z afrlmeMonday, 19. September 2016, 14:31 hodinky 8 years ago
    Quick question: is the inactive state a static version of the active state? If so you could create for each item slot inside of an on mouse over action something along the lines of...

    if object is an item
    else
    execute a script... (see code below)

    ActiveAnimations["cursor name (active)"].AnimationLastFrame = 1 -- force it to loop frame 1 only because first frame by default is index value 1.
    

    end if

    You will need to replace "animation name" with the actual name of your cursor. Don't forget that names are case sensitive. Also take into account that cursors have unique prefixes attached to the end of them, which are (inactive) & (active).

    Imperátor

    7285 Posts

  • #18, z MateuszMonday, 19. September 2016, 14:39 hodinky 8 years ago
    Active&Inactive were using the same animation. After quick check, changing gfx of inactive one to a default cursor solved my problem - it now looks the way I want it.
    Thank you Sebastian!

    Thank you all for your help, I have now a complete ui/system that works the way I want. Dunno how things works here, but for the moment this topic may be closed (if admins are closing/marking topics as [solved]).

    Have a good day everyone.



    Bažant

    59 Posts

  • #19, z afrlmeMonday, 19. September 2016, 14:43 hodinky 8 years ago
    You can mark it as solved yourself. Just edit the first post in this topic / thread, edit the title & add something like [solved] to it. wink

    P.S: we don't really have admins & we certainly don't have any moderators. Actually now that I think about it, I'm surprised the forum even runs at all! razz

    Imperátor

    7285 Posts