Overlay scene problem!!!

OK, I have this game and I am making an inventory in it. I already have a HUD scene, this is a new inventory scene. My problem is that I cannot get my second overlay to show up. It works if I click on the little icon in the corner if I start the game engine in the HUD corner…


But if I click on it during gameplay in the main game scene…


One thing I did notice that may be of some use to you Python people is that in the Blender script tab I saw this…


Hope all this helps you to help me ;).

      Thanks,
              Micah

Here’s a video that might help you understand…

http://www.screencast.com/t/yG6noQT57w

Could you throw up the blend?

Hmmmm… OK, the reason that I didn’t want to add the .blend is because it’s my whole game project right now, and the download for you guys would take a while. But I’ll post it anyways and see what you guys think.

http://www.mediafire.com/file/eiwmyzj2yem/A_False_Hope_Finally.blend

The warning is from the actuator that is connected to the remove inventory scene is checked every logic tick and the scene has already been removed or not added. I hope you do not mind I cleaned the code up using python so that you would not get that warning.

http://www.mediafire.com/file/awyommygwv1/A_False_Hope_Finally2.blend

Thanks a lot!:smiley:

How do I make it so that if you click on the pack again it closes?

It should work, when you click on it once, it opens. Click on it again and it should close.
I am using Blender 2.49b.

Yep, you’re right. But when I open it, the pack gets bigger, and when I close it it stays the same(i.e. - it doesn’t get smaller).

On line fourteen of the sceneController script add…
controller.deactivate(“scale_IPO”)


controller = GameLogic.getCurrentController()
obj = controller.owner
 
click = obj.sensors['Click']
over = obj.sensors['Over']
 
if click.positive and over.positive:
   if obj['Pack_Int'] == False:
     controller.activate("add_Inventory")
     controller.activate("scale_IPO")
     obj['Pack_Int'] = True
   else:
     controller.activate("remove_Inventory")
     controller.deactivate("scale_IPO")
     obj['Pack_Int'] = False

Hmmm… Doesn’t seem to work…

Nevermind, I got it. Thanks!

Sorry, posted late.