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Author Topic: Next cursor problem  (Read 2356 times)

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Amo

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Next cursor problem
« on: August 18, 2006, 09:11:00 PM »

Good evening. We are still working on our cursors and fortunately could solve many problems with the great help from this forum.
In this thread you can read the other thing about our cursors.
http://forum.dead-code.org/index.php?topic=1670.0

This maybe could help to understand the problem better.
We have several cursor sets now, one for normal background walking, one for entities, one for walking with tool in the hand, one for entities and tool in the hand, but now we need another set
for 3d characters, when hovering over them. We need this to open an talk or inventory function when left clicking on an NPC or on our player. Can somebody please help us out? We have actually no idea how to solve that.

As mentioned at the top, I am impressed about the great help here, you are the reason why we could get that far in that short time, with a new scripting language.

Mnemonic

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Re: Next cursor problem
« Reply #1 on: August 19, 2006, 09:15:35 AM »

To set a cursor for 3D actor simply add something like:

  CURSOR = "path\file.sprite"

to the actor's definition (the .act3d file).
To change the cursor at runtime you'd call:

  actor.SetCursor("path\file.sprite");

from a script.
And of course the actor needs to be interactive to display the cursor when the mouse pointer is hovered over it.
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Amo

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Re: Next cursor problem
« Reply #2 on: August 21, 2006, 04:25:11 PM »

Sorry for not answering.
It works.
Thank you.
 

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