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        <title>Gunbuddy13's site</title>
        <link>http://www.byond.com/members/Gunbuddy13</link>
        <description></description>
        <lastBuildDate>Sat, 11 Feb 2012 03:52:55 +0000</lastBuildDate>
        <language>en-us</language>
    
                <item>
            <title>DblClick()</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155705</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155705</guid>
            <pubDate>Sun, 10 Apr 2011 17:01:14 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=155705#comments</comments>
            
            <description>Is it possible to disable to DblClick() functionality in a game? I have a game where I am using the MouseDown() proc for the client, and what happens is that if you double click and hold the mouse down before you let go on that second click, the MouseDown() isn't being called.&lt;br&gt;
&lt;br&gt;
Any way to work around this? Perhaps a possible bug?</description>
        </item>
                <item>
            <title>Large Mouse icon</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155711</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155711</guid>
            <pubDate>Sat, 09 Apr 2011 18:17:07 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=155711#comments</comments>
            
            <description>Is it possible to have a mouse_pointer_icon that is larger than world.icon_size? As of right now, any time I attempt to use a larger icon, it resizes and distorts it.</description>
        </item>
                <item>
            <title>Clicking through Opacity</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155771</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155771</guid>
            <pubDate>Wed, 23 Mar 2011 18:19:47 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=155771#comments</comments>
            
            <description>I'm in the process of making a top-down shooting game, and I have the game set to aim in the direction of where you are clicking and holding down the mouse. Everything works fine, but I realized that a shooting game is rather lame when you can see through all the walls. So i set the walls to have opacity=1. But now when you drag the mouse over the black areas that have visibility blocked, the aim doesn't update because you aren't technically dragging the mouse over anything with MouseDrag() proc.&lt;br&gt;
&lt;br&gt;
Anyone have a way to work around this without me having to make my own opacity-type screen blocking? I really don't want to turn on the SEE_TURFS bit because it would just be odd to walk around a corner and have a person just 'appear' there, even though you were able to see the ground underneath them the whole time.</description>
        </item>
                <item>
            <title>Mouse control</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155776</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=155776</guid>
            <pubDate>Wed, 23 Mar 2011 05:54:44 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=155776#comments</comments>
            
            <description>Is it possible to communicate with the mouse in a game while the button is being held down.&lt;br&gt;
&lt;br&gt;
For example, I'm trying to make it so that you can click on the map to make your character face a direction, but if you hold down the button and move the mouse, the character will continue to face the cursor.&lt;br&gt;
&lt;br&gt;
MouseDown() procs don't quite accomplish this.</description>
        </item>
                <item>
            <title>Flick()</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156391</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156391</guid>
            <pubDate>Thu, 21 Oct 2010 05:37:09 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=156391#comments</comments>
            
            <description>Is there anyway to interrupt a flick() animation that is already in progress?&lt;br&gt;
I tried overwriting it by doing another flick() using a blank icon file, but it didn't work.</description>
        </item>
                <item>
            <title>icons created at runtime</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156392</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156392</guid>
            <pubDate>Thu, 21 Oct 2010 05:06:29 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=156392#comments</comments>
            
            <description>Is there a way to set the Loop setting in an icon at runtime?&lt;br&gt;
A project I am working on does a lot of icon creation while the game is running, but I didn't see anywhere in the ref about being able to set the number of times to loop an icon's animation when you create it.</description>
        </item>
                <item>
            <title>flick()</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156459</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156459</guid>
            <pubDate>Mon, 04 Oct 2010 02:56:49 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=156459#comments</comments>
            
            <description>Okay so I've been around BYOND for years and I thought I had some of the basic built-in procs figured out but lately flick() has been giving me trouble.&lt;br&gt;
&lt;br&gt;
If you flick an icon to an object:&lt;br&gt;
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
obj/blah&lt;br&gt;    icon=&lt;span class=&quot;dmstring&quot;&gt;'object.dmi'&lt;/span&gt;&lt;br&gt;    icon_state=&lt;span class=&quot;dmstring&quot;&gt;&amp;quot;meow&amp;quot;&lt;/span&gt;&lt;br&gt;&lt;br&gt;flick(&lt;span class=&quot;dmstring&quot;&gt;'icon.dmi'&lt;/span&gt;,blah)
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
&lt;br&gt;
&lt;br&gt;
Ignoring all the obvious syntax with creating that object (i just threw it together for the sake of this example), if I use that flick statement, it should play the corresponding &quot;meow&quot; state from 'icon.dmi' onto the object, right?&lt;br&gt;
&lt;br&gt;
When you flick an icon, I was under the impression that it would display the same icon_state but from that other icon.</description>
        </item>
                <item>
            <title>screen_loc</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156461</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=156461</guid>
            <pubDate>Sun, 03 Oct 2010 23:44:18 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=156461#comments</comments>
            
            <description>Is there a way to make an object have more than one location on the screen without having to use the &quot;x1,y1 to x2,y2&quot; syntax?&lt;br&gt;
I don't want to fill an entire area on the screen with an object. I just want it to be at &quot;1,3&quot; and &quot;1,7&quot; for example.&lt;br&gt;
Is it possible to do this?</description>
        </item>
                <item>
            <title>Client-side processing</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=151474</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=151474</guid>
            <pubDate>Wed, 29 Sep 2010 11:46:15 +0000</pubDate>
            
            <comments>http://www.byond.com/members/Gunbuddy13?command=view_comments&amp;post=151474#comments</comments>
            
            <description>So I have been looking into the possibilities of using client-side processing for things like HUD and inventory management (things that the server need not be bothered with) and I came across a dilemma.&lt;br&gt;
&lt;br&gt;
If games like WoW are able to use a client program to communicate back and forth, why can't BYOND do it?&lt;br&gt;
&lt;br&gt;
How is WoW able to 'talk' to my computer if I never set up any port forwarding or anything like that. Unless BYOND has some way to do this type of communication, I don't see any way to accomplish client-side 'stuff' unless it was only available to people with the ability to host.&lt;br&gt;
&lt;br&gt;
Any thoughts? Has anyone gotten a working demo of this?</description>
        </item>
                <item>
            <title>src.</title>
            <link>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=151476</link>
            <guid>http://www.byond.com/members/Gunbuddy13?command=view_post&amp;post=151476</guid>
            <pubDate>Fri, 24 Sep 2010 18:32:59 +0000</pubDate>
            
            <description>I was just wondering, am I the only person that never uses
&lt;div class=&quot;dmcode&quot;&gt;
&lt;table width=&quot;100%&quot; border=&quot;0&quot;&gt;
&lt;tr&gt;
&lt;td&gt;
&lt;pre class=&quot;dmcode&quot;&gt;
src.
&lt;/pre&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/table&gt;
&lt;/div&gt;
when referring to variables inside a proc? If you attempt to access the variable without typing 'src.', isn't it implied that it will take the value from the src atom? I always see code snippets where people put in the 'src.' and it just seems like extra code that doesn't need to be there.</description>
        </item>
            
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