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Walk Equip Button?

Hi everyone!  I've been checking this out for a couple days now, and its been super helpful so far, it's exactly what I've been looking for.  Currently I'm trying to make a popdown menu exactly like you see in kings quest, and its pretty much done, except for one detail which is there doesn't seem to be a way to make a button change your interaction cursor back to the walking cursor.  Obviously the player can right click to cycle through, but i'd really like to be able to make it authentic, and just have the option.

for those unfamiliar:

I have a menu above that has 4 buttons: Walk , Use , Look, Talk.

On default, the cursot is a walking sprite, where you click around to move the character.

When you select either look, or talk, or use, it changes the cursor accordingly, and initiates that interaction on all hotspots, while its "equipped".  

The issue is that when making an "interaction" menu item in the menu editor, only the "interaction" cursors are available, and nothing that would change it back to walking again.

Any help would be greatly appreciated, thanks!

Comments

  • Of course 5 minutes after posting this I figured it out.  If anyone had the same problem, it turns out that interactions have "input button names" that you can call to using Button Interactions, so I made a button, set it to "simulate input", simulate: button,  and in Input axis: Icon_Walk.   

    So now it works! Hopefully this helps some one in the future, it's a little sneaky!
  • edited April 2018
    Thanks for this I was looking for the same thing (I'm making a QFG fan game :)).

    Just need to make a button, set 'click type' to 'simulate input' and 'input axis' to 'Icon_Walk'

    Now to work out how to make the run and sneak cursors change in the topbar...
  • @ZcheK: Running can be toggle via the Player: Constrain Action, and you can keep track of the current "run" state with a Global Variable.

    While "sneaking" isn't an option in the same way, you can use the Character: Animate Action to change your player's standard walk animation and speed.  The 2.5D tutorial covers a similar process in its "Creating a stealth mechanic" chapter.
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