I am developing a tactical rpg game, and I have a question.
When it's your turn you can click on your unit and it brings up a menu with "ATTACK, MOVE, DEFEND, ETC"(This is graphical, currently hud based). But I was wondering if there was a good way to not have it on the hud, without anyone else seeing it?
I looked into /image, but it said that it was only purely graphical, and took all properties of the atom it was assigned to.
ID:152390
Dec 23 2006, 3:54 pm
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In response to Vito Stolidus
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Already did that.
I stated I wasn't trying to use it as a HUD. |
In response to Konamix
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Ooh, sorry. Missed that.
Never mind. Leave out one sentence... --Vito |
In response to Vito Stolidus
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Thanks though.
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In response to Konamix
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I'm not very good at this, but...
You could just make the commands invisible objects, and when your turn passes by and when you click on your unit, it would allow you to see such invisible objects and then disable your visibility of invisible items after the selection has been made. I think it's useful because it only loads 1 set of objects for all clients since they are drawn on the map. |
In response to Konamix
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Konamix wrote:
Already did that. Use statpanels that change. |
Konamix wrote:
But I was wondering if there was a good way to not have it on the hud, without anyone else seeing it? Why? It sounds like screen objects are the right tool for this job. |
In response to Crispy
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Isn't there a right-click menu? Couldn't you use that?
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In response to Yakuto
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If he doesn't want to use the HUD for it, then he can just use a switch input... If you don't know how they work, then it's something like this.
switch(input(src,"What would you like to do?","Menu")in list("Attack","Defend","Move")) That'd bring up a little pop-up box with the choices in it. -Exophus |
In response to Exophus
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Short Response: Ack.
Long Response: Double ack. Explanation: I notice that you're missing a cancel button. This alone could become a pain for many players, especially when a simple cancel button could easily be handled in that switch statement. |
In response to Audeuro
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It's not like I programmed the entire thing for him. It's not a final product, I just gave him a basic example of how to use it, the mechanics of it are up to him. You can tell by the ..., so, my good sir, triple ack at you.
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You may have to set its screen_loc value each time you open a new menu, unless you just want it to appear in the corner of the player's screen, or at an arbitrary position.
And, of course, you'd delete the entire menu when an option is clicked.
--Vito