could anyone show me an example of a login screen that has a picture (Load,New,Quit,Delete) ?
when you click (Load) it loads your player
when you click (New) you make a player *Male,Female*
when you click (Delete) it deletes your old Player
when you click (Quit) it exits the game
** i have all these (Load,New,Delete,Quit) but i just need an example of how you click a login screen Picture and when you click *Load* login screen picture it loads up your player**
ID:161591
![]() Apr 19 2008, 1:05 pm
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![]() Apr 19 2008, 2:36 pm
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well, i think its just easyest to do this:
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RanEsu wrote:
well, i think its just easyest to do this: > //once you have your login screen on the map, just put these turfs over the appropriate tag (I.E.- load over the load) never really messed with that type of thing but, is usr appropriate there? |
I'm pretty sure usr is allowed since nothing else would be clicking it. I don't see a point in putting density in them though, and you could make layer=FLY_LAYER.
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density is required, because if its not dense, the player (with no icon i might add) would just run around a probably blank map, fun for about 5 min. :P
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Yep. Click() is a strictly player-initiated action, similarly to a verb. It is one of the few procs where the famous (or I wish it was, I guess) "Ungh. No usr in proc" rule does not apply.
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but how do you put the screen like when you enter the game
it shows the turf and objs already without playing the game |
The most simple way to do this is put all your atoms ("icons") an isolated, separate area on the map. Then, when the player logs in, set his client/eye to the center turf of that area. After he has logged in into his character, set the eye back to his character.
client/New() |
No need to further bloat your Move() proc; the player doesn't even need to be at the title screen's location, anyway. Just setting the eye to there so he sees it is enough.
Though, if you couldn't use the eye variable, you still wouldn't use Move(); overriding Exit() would be more appropriate. |