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Right-Click for Second Interaction Menu?

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

  • Little confused here.  You might need to post some screens to show what you mean.  Are you talking about having a separate, second Interaction menu that you sometimes want to use in place of the default?

    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.
  • I don't have anything to screenshot, but the idea is that I want both left and right-clicking to always turn on separate interaction menus (just like how Context Sensitive defaults to Use and Examine.)

    Left-Click would be the standard Choose Hotspot Then Interaction method, with Look, Use, and Talk appearing over hotspots.

    For Right-Click, however, I want it to work like Left-Click, but instead bring up a different "Power Wheel" menu (i.e. Fire, Ice, Lightning, Heal, etc.) Unfortunately, all the interaction options in the setting manager only affect the left mouse button and I can't figure out how to create a right-click menu that corresponds to the cursors I set in the Game Editor.

    My other option is to forget the right-click and create a second inventory menu for the power wheel  instead (like in "Sam & Max: Devil's Playhouse"), but I wanted to see if this was possible first. 


  • Not with AC "out of the box", no.  Going down the inventory-based power wheel road certainly would be.

    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).
  • Looks like using Inventory and categories might be the way to go, then. I'll keep digging to see what comes together once I start throwing assets in. 

    Thanks again, Chris! 
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