Professional Menu Scripts!
#81
Posted 11 December 2007 - 04:53 PM
#82
Posted 11 December 2007 - 10:13 PM
#83
Posted 13 December 2007 - 04:36 PM
Another thing I would love to see is a mouse over function for the buttons.
Also, these scripts can be used in many ways, not just as the opening menus. If you added the ability to use the borders and the menu for just text like a text box without darkening the whole screen, many people would use this for rpgs.
hahaha just a few suggestions. cant wait for the next update
Edited by epitom3, 13 December 2007 - 04:51 PM.
#84
Posted 15 December 2007 - 09:42 PM
#85
Posted 16 December 2007 - 09:31 AM
scripts section or
Tutorials and Examples
Edited by ashsashs, 16 December 2007 - 09:33 AM.
#86
Posted 19 December 2007 - 12:21 AM
I don't think I'm doing anything wrong, but I used
sc_show_keygrab('Press key to accelerate','Controls','p1_up')
also tried no quotes.
#87
Posted 20 December 2007 - 06:35 AM
You have to do it like this:When I try to use the keygrab it says "unknown variable key_str or array index out of bounds."
I don't think I'm doing anything wrong, but I used
sc_show_keygrab('Press key to accelerate','Controls','p1_up')
also tried no quotes.
sc_menu_add_button("AIM DOWN","sc_show_keygrab('Press a key.','AIM DOWN','global.k_down1')",0,"","","key_down_str1");Perhaps I failed to mention that in the description.
#88
Posted 20 December 2007 - 06:39 AM
You need to write the variable name as a string. For example: "x" or "y".How do you get the buttons to display variable names as the button text?
You can only use local variables, if I remember correctly.
#89
Posted 20 December 2007 - 01:43 PM
#90
Posted 20 December 2007 - 07:22 PM
Really? Hmmm... Weird. I will investigate further later.Hmmm... It still does it. Using the exact code you posted.
#91
Posted 30 December 2007 - 08:44 PM
#92
Posted 11 January 2008 - 04:02 PM
___________________________________________
ERROR in
action number 1
of Create Event
for object o_menu:
In script sc_menu_create:
In script sc_button_active:
Error in code at line 1:
b_active[argument0,argument1]=argument2;
at position 10: Wrong type of array index
Here is my code:
//locking buttons//
sc_button_active("Level 1-2","menu_levels1",false)
PS: Sweet scripts
#93
Posted 11 January 2008 - 05:52 PM
it's really good and original! I'm very suprised so dont blame me if you think im emo right now....
#94
Posted 11 January 2008 - 06:06 PM
Instead of "Level 1-2", put a the number of the button. For example, it could look like this://locking buttons//
sc_button_active("Level 1-2","menu_levels1",false)
PS: Sweet scripts
sc_button_active(1,"menu_levels1",false)
I don't remember whether the first button is "1" or "0", but you'll figure it out, I guess.
Keep in mind that it also disappears when it is locked.
#95
Posted 11 January 2008 - 09:36 PM
#96
Posted 15 January 2008 - 01:58 AM
EDIT: same error:
___________________________________________
ERROR in
action number 1
of Create Event
for object o_menu:
In script sc_menu_create:
In script sc_button_active:
Error in code at line 1:
b_active[argument0,argument1]=argument2;
at position 20: Wrong type of array index
I changed my code:
sc_button_active(1,"menu_levels1",false)
Edited by CaKsTeR, 15 January 2008 - 02:01 AM.
#97
Posted 15 January 2008 - 02:33 AM
#99
Posted 22 January 2008 - 10:42 PM
EDIT: for the keygrab thingy could i use that for passwords? if so how can i
Edited by a poo on toast, 22 January 2008 - 10:44 PM.
#100
Posted 23 January 2008 - 06:47 AM
No, use the input button for that. It makes the player able to input a string. "button_add_input" or something like that...EDIT: for the keygrab thingy could i use that for passwords? if so how can i
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