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Menu Issues

 
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Thu Aug 12, 2004 2:27 pm    Post subject: Menu Issues Reply with quote

I'm having some frustrating problems...

1. I cant figure out how to disable the built in OHR menu.....

2. With the new plotscripting commands to call single portions of the menu, (item, equip, status, etc) I cant figure out how to keep the old menu to not come up after you exit from these.


Because of these two things, I cant complete the menu system in FFG.... can anyone please help me? I dont want to give up on Final Fantasy Gaiden's menu system just yet... that would suck. =(
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MultiColoredWizard
Come back, baby!
The Breastmaster



Joined: 01 Feb 2003
Posts: 1232

PostPosted: Thu Aug 12, 2004 2:35 pm    Post subject: Reply with quote

that's easy, just put a loop that checks if alt or esc is pressed, then to make it do something else(ie bring up your menu). a commonly done way is making it auto-close the game. that's retarded. i'd put a blank textbox in if i ever planned to disable the keys
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JSH357




Joined: 02 Feb 2003
Posts: 1705

PostPosted: Thu Aug 12, 2004 2:39 pm    Post subject: Reply with quote

Wiz... why not just use a wait(1)? A blank textbox?
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Guest







PostPosted: Thu Aug 12, 2004 3:12 pm    Post subject: Reply with quote

the menu itself comes up fine, but the old menu comes up along with it...
also, if i say, select "items" with my menu, it pulls up the old item submenu (since making a new one would be overcomplicated). After im done, and i close the item menu using esc instead of "DONE", it goes directly to the old OHR main menu in the middle of the custom menu.

Allow me to provide some visual aids.


First, I open the menu.


After Selecting Items.


After hitting escape to exit the item menu. *pop*
Item, magic, and equipment all use the built in menu versions in part, so all three options would cause this mishap unfortunately.

What I really need is a command or something to disable the built in main menu from coming up at all, ever. That way I won't have to worry about that menu accidentally coming up anywhere in the game at all.
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Thu Aug 12, 2004 3:17 pm    Post subject: Reply with quote

err... guest == me. I could've sworn I was logged in. =\
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*Worthy*
Critical Thinker




Joined: 11 Aug 2003
Posts: 186

PostPosted: Thu Aug 12, 2004 3:30 pm    Post subject: Reply with quote

I don't know if it's possible without suspending the player. Even if something happens when "esc" is pressed, the menu should come up in addition to it. And, even if it solves the first problem, I doubt it will the second. You could just suspend the player throughout the entire game and include something like this:

Code:

suspend player
while (something==0) then
        (
        if (key is pressed(key:UP)) then
               (
               walk hero (me,north,1)
               wait for hero (me)
               )
        if (key is pressed(key:DOWN)) then
               (
               walk hero (me,south,1)
               wait for hero (me)
               )
        if (key is pressed(key:RIGHT)) then
               (
               walk hero (me,east,1)
               wait for hero (me)
               )
        if (key is pressed(key:LEFT)) then
               (
               walk hero (me,west,1)
               wait for hero (me)
               )
        if (key is pressed(key:ESC)) then
               (
               show text box (#) #ASKING IF THE PLAYER WANTS TO QUIT
               wait for text box
               if (checktag(tag:quit)==ON) then
                         (
                         #whatever you want to happen for a game over
                         game over
                         )
               )
        #INCLUDE ANY OTHER KEY COMMANDS HERE (SUCH AS BRINGING UP YOUR CUSTOM MENU)
        wait
        )
end


You will also have to develop a way to active NPCs and doors, which I can explain how if you would like; I had to do that for one of my games. I could just send you my script which is basically exactly what you will be doing. Hopefully, however, I am wrong and MCW's way works perfectly, because this way would present a hassle...although it is possible and doesn't have any lag. Contact me if nothing else works and I will show you the script for activating NPCs & doors via scripting, if you need the help.

Uhh...hope this helps?

~Worthy
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Thu Aug 12, 2004 3:47 pm    Post subject: Reply with quote

hmm... well, I'll try suspending the player within the menu. the pointer is an NPC in this case so that should be okay. thanks ^_^

As for the rest of the game outside of the menu, I'll try to see if I can make MCW's way work.. if I cant, I'll just make a different key scheme and appoint esc as quit game instead of the menu/back button (as he sorta anti-suggested). Even though it may be the "retarded" way out... if its my only option, I'll just have to take it --_--


( James, I hope you consider making a disable menu plot script command one day. I'd be forever grateful. ^_~ )
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Thu Aug 12, 2004 4:44 pm    Post subject: Reply with quote

Okay, an update::

Thank you Worthy, the pesky old menu no longer comes up in the new menu. Your suggestion of suspend player helped me there greatly!!

Unfortunately, MCW, your method didn't help. I tried moved the new menu's button to "ESC", with that now only the old menu would open, and the new one would fail to open 60% of the time. This is unfortunate... I cant even reliably set ESC to be a instant quit this way... Do you think I am programing it wrong? Could you post some code on how you think it should be done?
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Aug 12, 2004 5:03 pm    Post subject: Reply with quote

Surprised it took so much arguing...

The ONLY way to prevent the default menu from coming up to to suspend player. Thankfully, on-key-press scripts are called before the menu is called. 'So?' you say, 'That would only help me if ESC caused a gameover script'.

The solution is simple:


Code:

script, onkeypress, begin
  if (key is pressed (key: esc)) then (
   suspend player
   wait (1)
   resume player
   #run custom menu
   ...
  )
end


When ESC is pressed, this script is run first, it suspends player, then waits a tick. So control gos to game.exe's keypress handler, which finds that ESC has been pressed. But the player is suspended, so it doesn't bring up the menu. Next tick, control gos back to your script and your menu is run.
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Thu Aug 12, 2004 5:32 pm    Post subject: Reply with quote

Wow.. thank you very much. I'll give it a try when i get home, since i already packed up the laptop. If this works, you are my hero. =P
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Aug 12, 2004 5:56 pm    Post subject: Reply with quote

I tried out that script (minus the custom menu) on a test game, and it successfully stopped the menu coming up, except when the player holds down ESC. But this should not be hard to fix.
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KainMinter
*~*




Joined: 10 Jan 2004
Posts: 155
Location: Austin

PostPosted: Fri Aug 13, 2004 7:51 am    Post subject: Reply with quote

Code:

script, checkkeys, begin
  if (key is pressed (01),or, key is pressed(56)) then (
   suspend player
   wait (1)
     #run custom menu
   Menu
     #on return, Resume play
   resume player
  )
end


It worked, 100%. Even holding the ESC button won't open it now. Thanks MadCacti!! ^o^
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