SetPlayerCursor
Brings the player’s cursor up in the world, or takes it away.
The player’s own cursor - the one their cursor key (left Alt held for a second, unless they chose another key in the launcher) brings up: the game’s pointer over the world while they can still walk, its clicks going to the web interface under it and to a client script’s OnCursorClick. This is the same switch the key turns over and a client script’s SetCursorShown sets, for a mode that has no client script of its own. It is not a web call: the server needs no web interface and the player no web layer.
A frame of the web interface that wants the clicks for itself takes the cursor with SetPlayerWebFocus instead - that
one also keeps the mouse from the game’s look while the frame has it.
A request made while the player is not in the world yet - the loading screen of their spawn - is kept until they are, for
a minute at most. One of the game’s own menus, a load and the end of the session take the cursor away again, and the
player’s key still turns it over: a mode that wants it up again asks again. The answer is true when the request was
handed to the player’s game, false and "no such player" otherwise.
Syntax
Section titled “Syntax”SetPlayerCursor(pid [, shown])| Parameter | Type | |
|---|---|---|
pid |
number | the player |
shown |
boolean | true (or nothing) brings the cursor up, false takes it away (optional) |
Returns
Section titled “Returns”true, or false, reason - "no such player"
Example
Section titled “Example”-- a board of notices the player clicks through: the cursor comes up when they reach it and goes when they leavefunction OnPlayerEnterZone(pid, zone) if zone == noticeBoard then SetPlayerCursor(pid, true) endendfunction OnPlayerLeaveZone(pid, zone) if zone == noticeBoard then SetPlayerCursor(pid, false) endendSee also
Section titled “See also”SetPlayerWebFocus · ShowPlayerWebFrame · the Web interface group of the index
