create "press any key to continue"?
by deepscratch · in Torque Game Engine Advanced · 03/09/2009 (3:31 pm) · 3 replies
hi all,
I trying to set up a "press any key to continue" scenario at the begining of my game, where you can press a key to continue into the main game, and skip an intro cut scene/video (that I want to display at the begining of the game)
any ideas as how to set this up??
thanks
I trying to set up a "press any key to continue" scenario at the begining of my game, where you can press a key to continue into the main game, and skip an intro cut scene/video (that I want to display at the begining of the game)
any ideas as how to set this up??
thanks
About the author
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#2
03/09/2009 (4:44 pm)
You could also have a floating GUI with a simple "click to continue" button. Check out messageboxOK in the GUIs.//if the player is killed show this: MessageBoxOK( "You've Had It (Unlucky Mate!)", "Leave This Mortal Coil", "disconnect();");
#3
PressAKey.gui
---------------
new GuiBitmapButtonCtrl(PressAKey) {
... more setup
extent = "1024 768";
position = "0 0"
bitmap = ""; //No bitmap, this will be a large invisible button
... more setup
new GuiBitmapButtonCtrl(PresssAKeyBtn){ //A button inside your control
... //more setup
extent = "300 100";
position = "400 300"
bitmap = "./PresssAKey";
... //more setup
}
}
function PressAKey::onClick(%this) {
//do whatever you want
}
function PressAKeyBtn::onClick(%this) {
//do whatever you want
}
----------------
Now, add the control to the client/init.cs along with other guis and when the intro screen appears push the control like:
Canvas.pushDialog(PressAKey);
That way you will see your intro behind and the lage invisible button will be in front of it.
Just an idea.
Luck!
Guimo
03/10/2009 (4:01 pm)
create a floating GUI control with a button/lablel inside with the required text. PressAKey.gui
---------------
new GuiBitmapButtonCtrl(PressAKey) {
... more setup
extent = "1024 768";
position = "0 0"
bitmap = ""; //No bitmap, this will be a large invisible button
... more setup
new GuiBitmapButtonCtrl(PresssAKeyBtn){ //A button inside your control
... //more setup
extent = "300 100";
position = "400 300"
bitmap = "./PresssAKey";
... //more setup
}
}
function PressAKey::onClick(%this) {
//do whatever you want
}
function PressAKeyBtn::onClick(%this) {
//do whatever you want
}
----------------
Now, add the control to the client/init.cs along with other guis and when the intro screen appears push the control like:
Canvas.pushDialog(PressAKey);
That way you will see your intro behind and the lage invisible button will be in front of it.
Just an idea.
Luck!
Guimo
Torque 3D Owner Ted Southard
As to what would be a way to bind all the keys to one function without separate binds? I don't know...