ID:167023
 
Is there anyway to make MouseDrag() place an object based on the pixel the mouse is dragged over?

-Doh
i dont think you can unless you make it possible by coding it yourself...
In response to Dragon_Fire6564
The particular place I've seen this done, is Doodle. Flick said each "cell" has its own hex, but that's something I didn't understand. I was hoping someone would here.


-Doh
In response to XxDohxX
the only way i know of that he did was he coded each pixel to do that and everything else you wuld need to code...
In response to XxDohxX
XxDohxX wrote:
The particular place I've seen this done, is Doodle. Flick said each "cell" has its own hex, but that's something I didn't understand. I was hoping someone would here.


-Doh

I'm not quite sure what you mean by "cell" and "hex". The way I would do it is use x objects per turf and offset them accordingly. Then, I think it's as simple as:

client/MouseDrag(over_obj,src_loc,over_loc)
over_obj.icon.SwapColor(rgb(255,255,255),rgb(0,0,0,))

Yes there is. Essentially you have to override the client mouse routines that use pixel positions, and store those in vars so you can use them.

Lummox JR
In response to Lummox JR
I found a different way to do it. Basically I just place more than one object in a spot,a nd pixel offsetted it to where I needed it.


Thanks.

-Doh