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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: GUI to reset other GUIs
TheJuice
General Member
Since: Aug 20, 2004
Posts: 27
Last: Sep 11, 2004
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Level 2
Category: DOOM III Mapping
Posted: Saturday, Sep. 11, 2004 07:59 pm
Is it possible to have a cobination gui that unlocks a few things and have a second gui elswhere in the map which resets the combo gui and relocks everything? If this is possible, how would one do it. I have a working combo gui that unlocks a few areas. I'm a bit stumped as to how to make a gui that resets this.
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foyleman
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Since: Nov 7, 2001
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Category: DOOM III Mapping
Posted: Saturday, Sep. 11, 2004 08:09 pm
You might have to make your own gui for that. I just looked that the cabinet.gui file and there doesn't seem to be a way to force it to lock again. It will only react to unlocking.

It's possible there is another gui that will work, but there are too many to go through one by one.

Now if you were working with basic doors, then you should be ablet o lock them.. but to reset the gui.. again, it might have to be custom.
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CaptainOrgy
General Member
Since: Aug 19, 2004
Posts: 11
Last: Sep 23, 2004
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Level 1
Category: DOOM III Mapping
Posted: Monday, Sep. 13, 2004 01:19 pm
Hey TheJuice,

Try using an onTrigger event in the GUI's you want to reset (like below). You set this up in the desktop windowDef.

Code:
 
onTrigger {
if ("gui::gui_Parm99" == "1"){
// set transitions and visibility of GUI objects to make it reset then...
set "gui::gui_Parm99" "0";
}
}



If you put a button like this in your other GUI it should run the script referenced in that GUI's "gui_parm6".

Code:

windowDef resetButton
{
// set up the object here...
// then include this event to make it clickable
onAction {
set "cmd" "play guisounds_click" ;
runScript "gui::gui_parm6" ;
}
}



And the function in your map's .script file should be something like this... (change "myGUI" to the name you gave the GUI entity in the editor).

Code:

void resetGUI ()
{
entity guiToReset;

guiToReset=sys.getEntity("myGUI");
guiToReset.setGuiParm("gui_parm99","1");
sys.trigger(guiToReset);
}




So yeah, whenever the GUI (the one that you want to reset) is triggered it will check "gui_parm99" to see if should reset or not. [the onTrigger event]
Most of the time this will not happen but if you click the button in the other GUI it calls the script function defined in it's "gui_parm6" (make sure you name that gui_parm as "resetGUI" - the name of the function in your .script file)
The script fires, getting the first GUI by name, setting the "gui_parm99" to "1" and then triggering it.
If the GUI is triggered by anything else it won't matter because the gui_parm99 will only be 1 when the resetGUI() function sets it just before triggering the GUI.

Another thing to look for in a GUI is a windowDef called "Anim" (usually). If you call
Code:

resetTime "Anim" "0";


it starts the animation sequence, that's usually how most of these GUI's work.

Hope this helps.

Cheers,
George.
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