Juryiel's Recent Forum Activity

  • Brilliantly simple solution R0J0hound, thanks! Since this is in an invetory which sets timescale to 0 I'll need to be a bit careful about my specific implementation but this idea will work (or is timer unaffected by timescale? cant test now since I'm at work)

  • Hmm that seems like it could work. It has a downside of lacking a blinking cursor, any way to implement that? If not something easy to do, i couldalternatively put a border around to highlight it when in 'focus'.

    Thanks!

  • Another issue relating to the edit box is the system 'ding' sound it makes when hitting enter after inputting a value. Any way to turn that off? Any alternatives to using edit boxes for users to input inventory-related numbers (e.g. such as inputting a number for how many items from a stack of 30 items to pick up and place in a 'quick use' slot) ?

  • I'm using an edit box as part of an inventory function tht takes input from a player. Space bar is used to open and close the inventory. If I set focus on the edit box it works great. However, if i later set focus off (using the action) or disable (again with an action) the edit box, although those functions work, spacebar no longer opens or closes the inventory. It is clear that the edit box is still intercepting the keypresses because if i set it to read only or don't disable / defocus it spacebar will work correctly). Any way to get around this?

  • I shoud clarify, the items are created using Create Object by name, off a dummy object with that ID. The dummyobject is in an Object Bank layout.

  • Can i do that? I have two items with the same ID private variable (in the Item family) and none of the'Pick' actions seem to differentiate between the two (all actions happen on both).

  • Ahh figured it out. Apparently the 'Drop' click also counted as a 'Pickup' click for the item that was being dragged on the mouse. Weird because the 'Pickup' group is disabled when the mouse click is made, and it is the mouse click that enables it so i didn't think it would do that. The items that worked happened to have transparencies at the mouse cursor so they didn't get picked up

  • Hey guys,

    In my game I'm trying to code an inventory system. Items can be picked up with the mouse when clicked and dropped when a click is made with an item on the mouse. A pic of the 'Drop' events is attached.

    http://freeebayimagehost.com/images/nuh ... qccktg.png

    When the item with ID OnMouse is not over an equipment slot and it's dropped, the code shown under that condition should run. For one of the items, it works fine. For all other items, the quantitytext is never destroyed even though the system message pops up with the correct private variable IDs for item and quantitytext. In addition, the Enable and Disable of the two groups never happens. If I click "OK" on the message boxes, it does work, but if i use spacebar on them to click OK, or if i take them out entirely it doesn't work. Any ideas?

  • Thanks, I was looking how to get the currecnt scroll position but couldn't find it. ScrollXLeft and ScrollYTop work

  • It is on such a layout (and needs to be). Anything I can do to get around that?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • So I'm trying to set the position of an object (edit box) to MouseX MouseY but it's setting it to some odd (but consistent) location. I tried both relative and absolute positions. Any ideas?

  • Hmm good idea. Is it possible to disable keyboard keys? I could try doing that too.

Juryiel's avatar

Juryiel

Member since 30 Sep, 2010

None one is following Juryiel yet!

Trophy Case

  • 14-Year Club
  • Email Verified

Progress

15/44
How to earn trophies