Hi,
I'm trying to create a custom action which will display a close up on an object.
I want to display a background sprite (the same for all close-ups) and the sprite of the actual close-up of the object. I'm working in 2D and I want to create a custom action list for that.
this is my custom action (show_close_up):
(the 0 action adds the background sprite)
so I'm running this custom action from another action and pass an ID of a prefab as a parameter. the constant ID is set on the prefab:
and this is the action calling the "show_close_up":
when I run this, nothing happens, the prefab is not added to the scene.
If a change the show_close_up action, and insted of the parameter put the prefab itself it works perfectly fine.
so I guess the problem is with passing the game object IP as a parameter and not with this suit of actions.
could someone please help me sort this out?

thanks
Comments
The problem is that the ID number is used to refer to objects within a scene - not to find prefabs within your Asset folder.
Currently, you have to use an ActionList: Run Action within the scene itself (not as an asset file) to be able to assign the GameObject parameter with a GameObject - otherwise you do it with an ID number. However, this brings up a good point about its usage - I will see if it is possible to assign a GameObject field directly when using an asset also in an update.
The second question: that's the correct way to do it unless you want to dive into custom scripting. AC provides events that can be hooked into (see tutorial here), which you can insert your own code and functionality into.
One of these events is named Call_OnUseInventory, and is invoked when an item is clicked interacted with. If you wanted to reduce your interactions down to one ActionList, you could use this event to set the value(s) of the ActionList's parameters directly through script.