- Aug 19, 2012
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Well that would explain why I can't find the event listener classes then... they're buried in the engine codeI question your "breaking the move route" theory - it shouldn't matter where on the map they are.
F1 is handled by the engine, not the scripts. The F1 press never makes it through to the scripts. Arrow keys are handled by the scripts. That's why the arrow keys can be intercepted, and F1 can't.
As for the move routes, I can only tell you what I observed - the "why" I don't know because I haven't really dug through your script.
I plugged it in and it 'just works'; that's a good thing. Other than those two issues, and not having a decent arrow icon to choose (I'll have to check through graphic resources here and see if someone's done one), the mouse works perfectly:
'Hold to move' would be a nice addition if you ever upgrade it. At the end of the move route from the pathfinding, check if the mouse is still pressed, if it is, call up the pathfinding again: a nice recursive loop until the player unclicks the mouse.
Edit: The 'mouse in the menu' thing is more than an minor inconvenience, when you're trying to load a save game where you have more saves than fit on the screen it's very difficult to get to the one you want. It's hard to get the mouse out of the menu since it pretty much fills the whole screen.
It wouldn't be so bad if the mouse in the corner didn't make the thing scroll so fast...
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