I am basicly making a system to show texts like "E to Open" when player getting close to a chest or door. I use this: http://imgur.com/PXlcIhe
When I hit first chest, everything's fine but second or any other text won't show after that.
Can you help me? Thank you.
Related
Right now, I'm working on Server Fixing Simulator.
I'm working on the Error Popup GUI.
I wanted to add the Error Icon.
The ImageLabel gets cutoff.
The ImageLabel is CutOff! WHAT A WAY ROBLOX MAKES THE GUIs! HOW NICE
so I need help fixing the Cut-Off GUIs.
Problem Info -
When the Properties Menu looks like this
And the ErrorIcon looks like this.
It just makes me mad.
This happens a lot in Roblox. When an image is new, it looks like that for about an hour. I suggest you wait a little bit or upload a new one.
this is my very first entry here, may it not be the last....
I am having a bit of a struggle with some GUI stuff.
I really have an animation up front my eyes and it should look like the following: using c# with desktop application.
This Form looks like a login window with server address, username and pw textboxes and with a connect button as well, so nothing special. Size wise it can be small or at least same as size as the turned window. doesnt matter at the end.
once you entered your credentials and all turns out to be fine, connection is there and valid.
The main Form is suppost to flip then (doesnt matter horizontal or vertical),
and shows you your options you got then in this newly window. kind of an animated sign, that you are logged in and have now these options.
But the flip is suppost to stay on the same place. Like a card flip or a coin flip, but just the whole form and it ends then at the same place as before.
(sounds really wired to explain)
This can also be done with a new form poping up, just with a animated turn over, no problem with that.
And this is exactly where I am stuck.
I really cant find any information on how this would look like in code or even in animation.
I am using c# and the basic project started as a desktop application project, which it will be at the end.
Its been a while since my last coding, please be gentle.
i know there are plenty of entries in here also in google as well, but i didnt found anything which will do this for the main window as a total. images etc: yes, but for the whole form: no.
Any help out there?
May be tehr eis a trick i am not aware of? Its been a while since the last coding work, I need to admit that.#greyhairsarecomming
many thanks in advance! much appreciated
kind regards TG
I'm trying to use MATLAB to create a stand-alone application for an interactive fiction game (where the player is presented with a text prompt and responds by entering text, e.g. "You are being choked by a creepy squid. >> " "Stab squid" "The squid dies, leaving behind an inky pile of gold. >>" etc.).
When I compile the game and install it, everything works smoothly, but there's nowhere for the game's prompts to appear, and nowhere for the user to type in responses.
Who has a good solution for this? Do I use a GUI with text boxes, or is there a way just to have a text scroll with user inputs like this? The latter would be preferable.
Thanks!
i was trying to show an announcement in UDK using Unreal Kismet. I put the event "trigger used" (selecting my trigger) and when i press E i put an announcement which it has a text on it. The problem is that when i get close to my trigger and i press E(by default is E in UDK for the command "used) nothing happens!
Things to consider:
Aim to Interact is off.
Max trigger count is 0 (which is infinite)
The announcement has a text.
I have looking for an answer and i dont get what is wrong with my trigger. If someone could help please. Thanks!
Some game types don't show announcements.
I think that for sure UTGame does. So go to View>WorldInfo and check what game mode you are in.
Usually we make our own custom game types.
I want to develop a site which is easy to use from a Playstation 3 PS3 game console web browser. I thought it would be good to make screen actions on button presses on the console.
I can find no information on how to do this after quite a bit of searching.
Any info or links highly appreciated!
Why not write a function that displays a message for every "keystroke" and you'll see what values they represent:
$(document).keypress(function(event) {
alert(event.which);
});
Then you can use the number you get from this test and create some logic based on that.
Like this perhaps:
if(event.which == 13) {
// display cool menu maybe?
}
From what I've tested so far, the left stick generates mouse events, left pad with arrows generates keyboard events corresponding to arrows, while the right stick generates a mouseevent but unfortunately it does not move the mouse, but rather scrolls the window.
I do not know how to detect in which direction the stick is pushed (unless the cursor actually moved or the background scrolled, in which cases it is quite trivial).
Check: http://vanisoft.pl/~lopuszanski/public/ps3/