AC allows for Menus to be turned on when it detects an Input button is pressed, but the mouse scrollwheel is not classified as a "button" (see this thread). Therefore, you'd have to have a custom scripting running in your scene that detects this manually, and turns on the Menu.
Fortunately, this is very simple. It would something along the lines of this, within a C# script class:
@klarax: Please post unrelated questions in a new thread. But this would be done by creating a separate Menu to act as the lip, and having the "proper" Inventory menu Pan transition upwards when it enables.
@vozer: You'll have to rename the "Inventory" menu to your own, if it's differently named. Please post the full error message you get - I can only advise on an error if I can see the exact console output you get.
Comments
Set to Pan
Fortunately, this is very simple. It would something along the lines of this, within a C# script class:
AC.Menu myInventoryMenu;
void Start ()
{
myInventoryMenu = AC.PlayerMenus.GetMenuWithName ("Inventory");
}
void Update ()
{
if (Input.GetAxis ("myScrollWheel") > 0f)
{
if (myInventoryMenu.IsOn () == false)
{
myInventoryMenu.TurnOn (true);
}
}
}
Where "Inventory" is the name of your inventory menu, and "myScrollWheel" is the name of your Input input axis mapped to the scroll wheel.
Do you have a menu called Inventory? renamed it ?
------------------------------------------------------------
And since im here:
How can i create a lip for the inventroy to always be showing like seen in:
http://www.gamezebo.com/wp-content/uploads/2010/06/a/games-1663-JollyRover6_0.jpg
The bottom lip. and when over, it shows menu?
End of my question.
--------------------------------------
Sorry vozer :P
@vozer: You'll have to rename the "Inventory" menu to your own, if it's differently named. Please post the full error message you get - I can only advise on an error if I can see the exact console output you get.