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Re: bmap - invisible?
[Re: DAVIDMORETON]
#297572
11/08/09 14:03
11/08/09 14:03
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Joined: Apr 2009
Posts: 248 Philippines
seecah
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Joined: Apr 2009
Posts: 248
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Wew.. have you tried
set(panel, SHOW);
then
reset(panel, SHOW); to hide?
Can't is not an option™
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Re: bmap - invisible?
[Re: DAVIDMORETON]
#297649
11/09/09 03:05
11/09/09 03:05
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Joined: Apr 2009
Posts: 248 Philippines
seecah
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Joined: Apr 2009
Posts: 248
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Haven't you make any panel that contains your bitmap???
Can't is not an option™
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Re: bmap - invisible?
[Re: Spirit]
#297906
11/10/09 17:00
11/10/09 17:00
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Joined: Jan 2005
Posts: 282 devon UK
DAVIDMORETON
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Posts: 282
devon UK
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Hey, Thanks spirit, saved the day again! I would have blown a fuse if I had completed the level, and it crashed for no apparent reason!
Just goes to show that 'fiddling about' to make it work ain't always a good idea - and I thought I was doing so well!!!
Thanks again, David
your code works just fine, but now I have another problem:-
if I omit the section "&&(mouse_map==keymap)" it works OK, except any mouse map (cursor) opens the door'. If I add the above, the engine throws it out with 'syntax error' - what is the error please?
Here's the code:-
BMAP* goldkey = "goldkey1.bmp"; //the mouse map changes to this
function open_event() //door { if(event_type == EVENT_CLICK) &&( mouse_map==goldkey) { mouse_map=0; while(my.pan<180) { my.pan+=2*time_step; wait(1); }}}
action door() { my.emask |=ENABLE_CLICK; my.event=open_event; }
This works fine in c_script, but seemingly not in lite_c. I don't understand this, and can find no ref. to this problem in the mamual. Hopefully , David
Last edited by DAVIDMORETON; 11/10/09 17:22.
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