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Help with 'sub-menus'...
Archive: 3 posts
Okay so, I've watched some tutorials on menus but im in a bit of a dilema now. Let me show you my situation: I have one menu screen with start game etc. I'm still working on it so when you click one it's just connected to a note. But when I do it for real, how will I do it? Because I was thinking, say I click options on the main menu, it will go into a 'sub-menu', with, I don't know difficulty and lighting or something. How will I make it so that, when you go up and down and press X in that sub-menu, you will not still be controlling the main menu? I've tried so many things, like putting a controllinator inside another microchip, then making that microchip active when an AND gate, which has inputs of X and a certain number of the cycle on the selecter, is active. Didn't work :[ I'm sure theres a simple solution...please help me before I go mad trying to find some uber complicated way to make it work. Thanks | 2011-04-15 12:05:00 Author: liamdaniels Posts: 85 |
I would say using a microchip is your best bet. put the controllinators that control each part of a menu on them and either set them to receive from a controllinator with the player in it or just have the player's directly wired to each. Then just use a selector ( or some other selection method) to turn on just the microchip related to the menu you are on. | 2011-04-15 14:09:00 Author: Unknown User |
Watch this. It's in the tutorial section in the sticky at the top of the page. Feature video tutorials by Comphermc. http://www.youtube.com/watch?v=sZWWb6N0Sco | 2011-04-16 02:15:00 Author: riverad08 Posts: 104 |
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