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Is This Possible? (Removing Cursor in Game)

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Level 28
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Jan 26, 2007
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Well, since you wanted to remove the cursor, I figured you didn't care whether the player was able to select units.
I just assumed It's quite hards to give orders when you don't know what you're pointing at.

May I know what you're trying to do?
The only way I know to let the cursor (dis)appear in-game is to disable the user control.
Another method to permanently remove the cursor (cannot reappear in-game) is to import a custom one that doesn't show anything.

Depending on what you want, perhaps there are other solutions.
 
Level 9
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thanks, importing is the solution. i got it done.

i am trying to make a modern warfare game controlling a single jet fighter per player, controls are through arrow buttons, spells doesn't require any target. so i removed the cursor because it is not needed. ^^
 
Level 33
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But still, if you import a none.mdx model of a cursor, it still have its own properties like when you accidentally hover your "non-existant-cursor" to any unit/building, it still has the "circle" thingy unless that circle green thing is also imported to "non-existant-circle"
 
Level 9
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yea

right click for moving (target point),
right click for attacking(target unit).

even with a no model cursor its commands still work.
 
you cannot disable that unless ur using SetUnitX/Y or whatever location changing triggers when moving a unit via the arrows...

now if ur using location change triggers when moving units, you can order the unit to stop when he is ordered to patrol,move etc... or just set its movespeed to 0 (assuming you set the minimum to 0 on the gameplay constants)
 
Level 9
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yea, i'm using custom script - SetUnitX/Y but i know nothing of it. i just copy paste it and leave it there as it is.

so what should be the trigger to disable mouse command for custom scripts?
 
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