Hi, suddenly came across something I thought was going to be easy, now Im not sure or the best way.
Basically, I want a menu to open immediatly a hotspot is hovered over. (but not all hotspots)
The actual example is a door, where you can shoose to kinck, or go right in without knocking.
The hotspot is on the door. The way I did this was to think of it as "having a conversation with the door" So Hotspot label says CHOOSE? and when you click we go to a conversation. Knock or Enter. Knock shows animation and sound, and eventually you can go in.
Enter, quick dialogue line, then remove the hotspot, and enable a door thats possible to walk through (previously a static item).
But this doesn't "feel" quite right to me, firstly the additional CHOOSE step, I think Id rather just have the options pop up. KNOCK and ENTER.
What would be the best way here?
OH.. and another thing, how do I REMOVE a conversation menu when clicked. After my dialogue ("I think Ill go straight in") The menu comes back.. Im sure I knew this but cant find it right now!
Comments
In this case, a long lost Nephew has arrived at his Auntys cabin in the woods, in an attempt to persuade her to give him some money that he knows she has squirreled away. The aunty, who lives alone, in the wilds of Norway, is not used to visitors, especially un-announced. She is, as one might expect, "prepared" for the worst. And anyway, if you travelled half the way round the world to visit an Aunty and beg some cash... I think you might knock first?
So.. pop up menu on hover over a hotspot... anyone? (but I don't want this to be default operation of a hotspot )
How about my OTHER question, how to "get out of a conversation?" it keeps popping up !
For unique behaviour like a Menu appearing when the mouse hovers over a single Hotspot, look into using custom events, which are very simple scripts that allow you to add behaviour to AC tasks like this very easily. There is a tutorial about them here, and the OnHotspotSelect event is triggered whenever the mouse hovers over a Hotspot. You can have a custom event run a Cutscene in your scene by using it to call the Cutscene's Interact function.
Im using built in AC conversation. Now (slightly different than previously mentioned) Im accepting that I get an initial icon. My Decision icon. So first issue.
Heres my door...
Heres my action.
THEN when user clicks I use this (pretending the door is a character)
Im trying to play some speech (currenlty just textm but will add sound file later) and then remove all traces of the hotspot... from now on, the door will be open, and there should be no need to do this again... The difference, game play wise, is what happens inside... either the old Aunty will be frightened at your sudden walking in, or she will shout come in Vicar! (you are not the Vicar, but...)
So here, Im getting the speech text, but instead of the conversation dissapearing, it comes back... I was expecting to only need Disable Hotspot... that didnt work, so I tried Visibility of the hotpsot... then I tried doing a crosfade, which has that "return to gameplay" option... (Plus I might use a camera here to show the player knocking... if they cose the other option... thefore Ill need a fade back to gameplay camera anyway...
Note that Actions 2 and 3 in your Dialog Option list both have After running settings of Stop, which means 3, and 4 will never get run. It's recommended that you use the Override options? option in the original Dialogue: Start conversation Action, working in the ActionList Editor, so that you can define what happens all within the same list.