Context Sensitive Cursor.
Posted: Fri Aug 18, 2006 8:14 am
I am trying to make my cursor/crosshair context sensitive ... I've kind of gotten it to work...
What my intentions are is when I look at something my cursor changes to an icon that tells me the type of interaction "using" that object will achieve. Picking it up, talking to it, examining it and so on.
So far i made a script that uses:
To change weapon types when certain triggers are true ... I don't know if this is the best way, but it is how I've come up with doing it. (please suggest better ways if you have them).
The issue I have is I can't get the triggers to turn true when my cursor is over the entity in question. Only when I touch it or use it. Which defeats the purpose to a certain extent.
I thought using some of the distance options like:
might be useful ... but haven't seemed to have any luck so far ... I'll keep trying, just thought i'd ask.
What my intentions are is when I look at something my cursor changes to an icon that tells me the type of interaction "using" that object will achieve. Picking it up, talking to it, examining it and so on.
So far i made a script that uses:
Code: Select all
SetPlayerWeapon(int WeaponSlot# );
The issue I have is I can't get the triggers to turn true when my cursor is over the entity in question. Only when I touch it or use it. Which defeats the purpose to a certain extent.
I thought using some of the distance options like:
Code: Select all
bool CheckArea(char *FromEntityName, char *ToEntityName, bool DistanceMode, float MinScreenX, float MaxScreenX, float MinDistance/MinScreenY, float MaxDistance/MaxScreenX, bool IgnoreX, bool IgnoreY, bool IgnoreZ);