I'm using direct control and keyboard for my game, and I have enabled "Show Active FX when Cursor hovers over Item in menu?" However, the active texture does not show, and only shows when the character approaches the hotspot that the inventory item will be used within. I was under the impression that the active texture would show when the item was "equipped" or highlighted within the inventory.
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To clarify, I want two things:
1. The active texture to show when highlighting an inventory objects (otherwise you can't tell which object you're selecting until you've actually selected it)
2. The active texture to show on the selected object at all times during gameplay, until the object is used or put away or whatever.
http://imgur.com/a/HZEw4 Here are screenshots of the Settings Manager & Inventory Menu - the only change I've made is this Inventory menu so far I think - it's basically the same as the tutorial one, but with an inventory "grid" rather than a bar.
I'm using keyboard, so it should navigate between items with WASD, and E is the Interaction A button. This works, it's just, as I said, the active texture only shows when I approach the hotspot the item is to be used on (rather than constantly), so nothing game-breaking, it's just this sort of gives the puzzle away imo as the player doesn't need to think about what they're doing.
You can assign a separate "Cursor" graphic in the Inventory's list of properties - if you want the active graphic to appear at all times, you can place it in there.
Great, thanks that's sorted, now the active graphic always shows when an item is "held" during gameplay.
Only one thing remains: In the inventory, since I have no cursor, there's no way of telling which item you are currently on until you press E and select it. How should I solve this? I was hoping the active texture / cursor would show on each item as you navigate along the grid, but it does not. No active texture is shown until the inventory menu is closed.