It would be possible with a custom interaction system - see the Manual's "Custom interaction systems" chapter for details on how these are generally implemented.
Essentially, a script would scan the entered text for verbs, listed in the Cursor Manager, as well as Hotspots present in the scene, and then run the appropriate interaction.
I'll see if this can be conveted into a package on the Downloads page in the future, but for now: here's a bare-bones function that'll parse some text and attempt to run the correct Hotspot / Inventory interaction:
This searches the text for verbs listed in the Cursor Manager, and Hotspots in the scene / Items being carried. For example, "Look at chair" will work if a Hotspot named "Chair" has a "Look at" interaction.
Comments
It would be possible with a custom interaction system - see the Manual's "Custom interaction systems" chapter for details on how these are generally implemented.
Essentially, a script would scan the entered text for verbs, listed in the Cursor Manager, as well as Hotspots present in the scene, and then run the appropriate interaction.
I'll see if I can whip up an example script.
I'll see if this can be conveted into a package on the Downloads page in the future, but for now: here's a bare-bones function that'll parse some text and attempt to run the correct Hotspot / Inventory interaction:
This searches the text for verbs listed in the Cursor Manager, and Hotspots in the scene / Items being carried. For example, "Look at chair" will work if a Hotspot named "Chair" has a "Look at" interaction.
I've expanded upon this and added it as an official template to the Downloads page.