D
Dwighty4000
Guest
No matter what Steam command I execute in the code. the function block is always ignored later when I run the game on steam!
My Steam achievements are online on steam see screenshots:
And here is the function block that should pause the game in the upper area, when the steamoverlay is on.
And the lower part should run the game again when the steam overlay is closed again.
But why isn't a single steam command executed in my game when I use the game on steam?
Have I left out anything important that goes with the use of steam commands?
Because the functions within these function blocks I tested them all with "key down" events and they worked perfectly. but if the steam command decides when and when not to execute the code, nothing will happen!
Neither "!steam_get_achievement" or "steam_is_overlay_activated()" ...
P.S. in the create-event: "steamoverlayactive" is set to "false"...
My Steam achievements are online on steam see screenshots:
Code:
if (!steam_get_achievement("find_the_exit"))
{
steam_set_achievement("find_the_exit");
}
And the lower part should run the game again when the steam overlay is closed again.
But why isn't a single steam command executed in my game when I use the game on steam?
Have I left out anything important that goes with the use of steam commands?
Because the functions within these function blocks I tested them all with "key down" events and they worked perfectly. but if the steam command decides when and when not to execute the code, nothing will happen!
Neither "!steam_get_achievement" or "steam_is_overlay_activated()" ...
P.S. in the create-event: "steamoverlayactive" is set to "false"...
Code:
#region Steamoverlay-Aktivieren
if (steam_is_overlay_activated())
{
/// @description pause machen test
{
obj_pausenblack.visible = true;
if (instance_exists(obj_Player_Kneipe))
instance_deactivate_all(obj_Player_Kneipe && obj_room_block_up && obj_room_block_down && obj_room_block_left && obj_room_block_right);
if (instance_exists(obj_Player_kneipenstrasse))
instance_deactivate_all(obj_Player_kneipenstrasse && obj_room_block_up && obj_room_block_down && obj_room_block_left && obj_room_block_right);
if (instance_exists(obj_player_aufwachraum))
instance_deactivate_all(obj_player_aufwachraum && obj_room_block_up && obj_room_block_down && obj_room_block_left && obj_room_block_right);
if (instance_exists(obj_player_escaperun_v2))
instance_deactivate_all(obj_player_escaperun_v2 && obj_room_block_up && obj_room_block_down && obj_room_block_left && obj_room_block_right);
if (instance_exists(obj_player_exitgate))
instance_deactivate_all(obj_player_exitgate && obj_room_block_up && obj_room_block_down && obj_room_block_left && obj_room_block_right);
if (instance_exists(obj_player_outside))
instance_deactivate_all(obj_player_outside && obj_room_block_up && obj_room_block_down && obj_room_block_left && obj_room_block_right);
audio_pause_all();
}
steamoverlayaktiv = true;
}
#endregion
#region Steamoverlay-Deaktivieren
if (!steam_is_overlay_activated() && steamoverlayaktiv == true)
{
steamoverlayaktiv = false;
/// @description pause stoppen test
{
instance_activate_all();
audio_resume_all();
#region yandere-verfolgung_TRUE
if (global.yandereaktiv == true)
{
//Die Yandere wurde im "resume all" aktiviert und hier muss man nur sicher gehen das,
//wenn die andere doch off war, die sakka nicht weiter spielt!
audio_pause_sound(snd_Playlist1);
audio_pause_sound(snd_Playlist2);
audio_pause_sound(snd_Playlist3);
audio_pause_sound(snd_Playlist4);
}
#endregion
#region yandere-verfolgung_FALSE
if (global.yandereaktiv == false && global.currenplaylist == 1)
{
//Die Richtige sound muss nicht resumt werden, weil alles resumt wird bei dem "all" und hier nur die wo nicht spielen sollen
//rausgepickt und pausiert werden!
audio_pause_sound(snd_Playlist2);
audio_pause_sound(snd_Playlist3);
audio_pause_sound(snd_Playlist4);
audio_pause_sound(sakka);
}
if (global.yandereaktiv == false && global.currenplaylist == 2)
{
audio_pause_sound(snd_Playlist1);
audio_pause_sound(snd_Playlist3);
audio_pause_sound(snd_Playlist4);
audio_pause_sound(sakka);
}
if (global.yandereaktiv == false && global.currenplaylist == 3)
{
audio_pause_sound(snd_Playlist1);
audio_pause_sound(snd_Playlist2);
audio_pause_sound(snd_Playlist4);
audio_pause_sound(sakka);
}
if (global.yandereaktiv == false && global.currenplaylist == 4)
{
audio_pause_sound(snd_Playlist1);
audio_pause_sound(snd_Playlist2);
audio_pause_sound(snd_Playlist3);
audio_pause_sound(sakka);
}
#endregion
obj_pausenblack.visible = false;
}
}
#endregion
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