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Dave S.



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10th January, 2006 at 22:02:50 -

... basically, when clicking with the mouse button on an active object to cause an event (and is the last event of that frame) the mouse arrow, if still in the same position when the new level appears, triggers the same event, even though the mouse has not been clicked... why is this or how can I prevent this from happening?

PS I foolishly posted this in the wrong section at first... hope no one noticed!


 
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Del Duio

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10th January, 2006 at 23:33:47 -

I had the same thing happen with Captain of the Guard. When you pressed the "Enemy" button to go to the beastiary, it would select whatever monster's name happened to be where the button was from the previous frame. I didn't think too much about it being a bad thing to fix it, but what if you hid the mouse on exiting the 1st frame, then at the start of the 2nd frame make it visible again? I don't believe the program accepts any commands from a hidden mouse, so there should be no way it could recognize a mouse click on the 2nd frame. Just a guess!


 
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10th January, 2006 at 23:36:25 -

Simplest way would be to put a 'time is greater than [some fraction of a second]' in the event that handles the mouse click.

 
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Peblo

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10th January, 2006 at 23:41:57 -

I preffer 0.15 myself.

 
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AndyUK

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11th January, 2006 at 00:28:16 -

i hate that and ive come across the problem again in my rpg menu thingy.

what i have done before is make a delay counter.

pressing enter (or cliking the mouse) makes somthing happen and adds a number to the counter
then closes the group and opens a new group.

the counter slowly counts down to 0

pressing enter or clicking the mouse in the new group does nothing unless the counter = 0

 
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Klikmaster

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11th January, 2006 at 16:40:40 -

No, dont do timer things

Just have a flag, and say when the mouse isnt clicking set the flag to on, and in the clicking event say: when user clicks + flag = on

 
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Flava



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11th January, 2006 at 22:17:49 -

Wouldn't that give the same problem though?
Too be honest I'm confused what the problem is - I can't be bothered reading it again neither

Actually wouldn't the flags be reset on the next frame if you did that?
(Btw if I'm wrong its not my fault - I'm tired k )

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Radix

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11th January, 2006 at 22:56:47 -

I was going to suggest flags, but the timer thing is simpler for a new user. What exactly is wrong with that idea, Klikmaster?

 
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Dave S.



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12th January, 2006 at 09:38:38 -

Yes, it does seem to be a timer thing as (in the end) I got round it by using transitions... fading out from a completed level and fading in again to display the next... sorted! Cheers chaps.

 
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Klikmaster

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12th January, 2006 at 11:51:10 -

There's nothing wrong with doing it with a timer, but it's more of a way round the problem, flags is more like a solution

 
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