Is there any way to make an object 'active' in the grid (not just outputting it, but actually putting it there), so MouseDrag/MouseDrop is available from the grid to the client.screen?
Please answer yes(+how to) / no (which I think is the answer)
ID:159219
Apr 18 2009, 6:04 am
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Apr 18 2009, 6:07 am
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xD this is one of the things im working on that has to do with the question i asked, i need to pull skills from a grid and place em on the quick slot on the hud
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In response to IrunoHatake
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IrunoHatake wrote:
xD this is one of the things im working on that has to do with the question i asked, i need to pull skills from a grid and place em on the quick slot on the hud Okay yeah, that's pretty much exactly what I'm doing as well. >.> <.< |
In response to Mysame
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if u need the drag part thats all i have, the drop part still won't work...
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In response to IrunoHatake
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IrunoHatake wrote:
if u need the drag part thats all i have, the drop part still won't work... Sure, hit me, and I'll test it out o.O; |
In response to Mysame
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<code>obj MouseDrag(src_object,over_object,src_location,over_location, src_control,over_control,params) if(!(src in usr.contents)) return else var/icon/I = new(src.icon,src.icon_state)//this is for the Blend affect var/icon/D = new('Mouse.dmi',"drags") D.Blend(I,ICON_OVERLAY) mouse_drag_pointer = D </CODE>
i put skills in usr.contents so u may need to change sumthing |
Mysame wrote:
Please answer yes(+how to) Yes, AFAIK. You just need to make sure 2 simple things: 1) The value you output() to the cell is the atom's object reference, not, say, is icon or something else. 2) The object doesn't get deleted/garbage-collected. If it no longer exists, while it will still be displayed until th next grid update, it can't be clicked/dragged (everything about this should be the same for all/general mouse control). |