I'm trying to build an interface where I can right-click/tab on hotspots to bring up a special "magic" menu. In theory, it should work exactly like the left-click interaction menu.
I've gotten as far as setting an ActiveKey and making the menu appear over the mouse, but I can't get the right-mouse menu to correspond with the hotspot's interactions, nor can I simply turn it off by moving the mouse away. Any thoughts on how to make a second interaction menu work?
Comments
If you're using Choose Hotspot Then Interaction as your Interaction method, then your Interaction Menu's Appear type need to be set to On Interaction. This is how AC tells the Interaction icons within it to display themselves according to the Hotspot. You'll then be able to control the Menu's "off" state within the Interaction section of the Setting Manager.
But! It may not require that much custom coding, now that you've brought up the inventory as a solution. There's an option in the Settings Manager labelled Include inventory items in Interactions Menus? which allows you to move the use of Inventory items with Hotspots into an Interaction menu. You can see this demonstrated in the 2D Demo.
If you moved your powers to Inventory, and then created a second Interaction menu that just shows Inventory (copy the default Interaction menu and remove the Interaction elements, leaving just the InventoryBox), then you'd be halfway there. Items will only show if you have interactions for them defined in the Hotspot. See if you can get to that point first (ignore the "regular" Interaction menu for now).