Re: BGT confusion
Good morning,First of all, you can disable scape key for your menu changing this line:admiral_menu.allow_escape = false;And I think your second menu doesnt redirect the player to the first one. Try something like:else if(orderchoice==8) {fleetmenu();}When your second
Re: BGT confusion
*crosses his fingers* Thanks. Now Im trying to take what I find in that scan and place it into a dynamic menu. Something tells me this could be very interesting!
URL: http://forum.audiogames.net/viewtopic.php?pid=209395#p209395
Re: BGT confusion
Yeah, pretty much. Thats more or less exactly how the character view command in Sengoku Jidai works.
URL: http://forum.audiogames.net/viewtopic.php?pid=209394#p209394
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BGT confusion
Im working on what I hope will be a much larger game, but Im having some issues. Ive got a unit set on a 1000 by 1000 map, and I want my unit to be able to do a 360-degree scan of his surroundings to a distance of 10 units, but Im not entirely sure how to code this out. I
Re: BGT confusion
Ok, Ive come across a bit of a problem with the menus Im working on. When the user starts up my game, theyre plopped down in a list of the ships theyre able to command, 5 in total. When the player arrows down and hits enter on the ship, it then brings up the correct
Re: BGT confusion
Remember that programs run from top to bottom (kind of, at least in functions anyway).Your code is running the fleetmenu then commandmenu functions. Execution works something like this.Running fleetmenuRunning commandmenu (while still in fleetmenu)So you now have one
Re: BGT confusion
Would something like the do.while loop I used in the commandmenu work fine for the fleetmenu as well? It seemed that the do.while loop I used was a bit clumsy, which was why I tried the switch-case on the other menu instead. Maybe I was being too clever by half.
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