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Re: Seeking Advice on Minigame Interface

Posted: Fri Jul 10, 2009 2:46 pm
by D'Lanor
I did not get around to this until recently but it works like a charm.
However, the libPlasma editing is not for the faint of heart. You need to create the GUI button from scratch (or rather copy and modify it from one of Cyan's GUIs). I also made a feeble attempt to implement pfGUIButtonMod into PyPRP but unfortunately I failed miserably. :oops:

The good news is that you do not need the GUI button. :P It is only used to exit the GUI, but you can do that by hitting escape instead. So I would say this is usable as it is.

One more thing: you also need a clickable to activate the GUI. This clickable must be a different object than the GUI, although it can be a duplicate of it. Then you hide the GUI plane itself somewhere underground or behind a wall. The clickable requires the following AlcScript:

Code: Select all

<clickable object>:
    logic:
        modifiers:
          - tag: ModDialog
            cursor: poised
            flags:
              - localelement
            activators:
              - type: objectinvolume
                remote: <click region>
                triggers:
                  - any
            conditions:
              - type: activator
                activators:
                  - type: picking
              - type: objectinbox
                satisfied: true
            actions:
              - type: pythonfile
                ref: $PythDialog
        actions:
          - type: pythonfile
            tag: PythDialog
            pythonfile:
                file: xDialogToggle
                parameters:
                  - type: activator
                    ref: logicmod:$ModDialog
                  - type: skip
                  - type: skip
                  - type: string
                    value: Plane1

...assuming that your GUI dialog is called Plane1 as in GPNMilano's example. The Python file we are using is a global one. So no need to worry about creating it.

Re: Seeking Advice on Minigame Interface

Posted: Sun Jul 12, 2009 4:27 am
by GPNMilano
D'Lanor wrote:I did not get around to this until recently but it works like a charm.
However, the libPlasma editing is not for the faint of heart. You need to create the GUI button from scratch (or rather copy and modify it from one of Cyan's GUIs). I also made a feeble attempt to implement pfGUIButtonMod into PyPRP but unfortunately I failed miserably. :oops:



Don't feel bad D'Lanor, I was able to partially implement pfGUIButtonMod, as well as most of the other GUI classes. Unfortunately i've run into more then a few snafus with them I can give them some of the pfGUIControlMod's attributes, but not referenced layers or textmaps, it's quite annoying. But I can give them their own ID numbers. Back to the drawing board i suppose.

Re: Seeking Advice on Minigame Interface

Posted: Sun Jul 12, 2009 6:21 am
by diafero
Great to see you are alive, GPNMilano :)

Already having GUIs at all is a big progress, even if you have to hit "Esc" to leave them. That should just be documented.

Re: Seeking Advice on Minigame Interface

Posted: Sun Jul 12, 2009 12:46 pm
by Chacal
She's alive!