ID:145927
 
Code:
        Tree()
set category = "Build"
if(src.Nobuild())
var/O = new/obj/Tree(usr.loc) //creates a tree using icon states
O:owner = "[usr.key]"
switch(input("What part of the tree do you wish to build?","part") in list("top-right","top-left","bottom-right","bottom-left"))
if("top-right")
icon_state="tr overlay"
density = 0
layer = MOB_LAYER+1
if("top-left")
icon_state="tl overlay"
density = 0
layer = MOB_LAYER+1
if("bottom-right")
icon_state="br"
density = 1
if("bottom-left")
icon_state="bl"
density = 1


Problem description:
Now, I wrote this up in the hopes that the pop-up would show allowing someone to select the diffrent icon states within the dmi file. the pop-up comes up but doesnt show the sprite that is supposed to be loaded... I would like to make the whole tree appear all at once with the top part on a layer above the mob and the bottom layer on the object level as dense when built. any ideas?
Your input is asking for text, so it wont show the icon states

switch(input("What part of the tree do you wish to build?","part") in list("top-right","top-left","bottom-right","bottom-left"))


Im no expert, but I would make 4 dummy objects with the same icon at the tree, but with the different icon states. Then when the user picks and obj, take the obj's icon_state and use that in your build.

Just a theory, heads a lil too fuzzy to make any psuedo code at the moment :P
In response to Ireus
Ireus wrote:
Your input is asking for text, so it wont show the icon states

> switch(input("What part of the tree do you wish to build?","part") in list("top-right","top-left","bottom-right","bottom-left"))
>

so how would i actually make this see the icon states and use them in a "closed selection"?