I had this problem with Roach Toaster 2 too. I eventually figured out how to circumvent it with a nifty program.
I am not sure if this is precisely your problem, but it helped for me. I made a new object (called MouseMask). This object travels on the "bottom/world" plane according to where your mouse "should" be when projected to there. Now how DO you project it to there?
Step Event:
x=Camera.x + (mouse_x-Camera.x)*CameraHeight/MousePlaneHeight;
and vice versa for x.
This will "project" MouseMask to the bottom plane. Thus now your "mouse" isn't still technically there, but this object is. So now you just have to do checks via that object.
Say you want to click on something with your mouse, you do Event Global Left Released and just check if MouseMask is at its position.
I don't know how to "get" the height of the mouse plane, you just have to play around with numbers. I think it is the "height" of the room/view though. That is what mine is.
Here is the program to help you:
>Your mouse travels on the "mouse" plane. If extended from the camera to the "world" plane, that is where you WANT your mouse (ie in this case MouseMask) to be.
Controls:
Up, down - changes height of mouse plane
Left, Right - changes "position" of the mouse.
5kb
http://www.shotbeakgames.za.net/CamTestThing.gm6
Thus, the direction for your mech should point to MouseMask.
Hope that helped!


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