Hi everyone,
firstly let me say a huge thanks to everyone here and of course to Chris for an amazing asset and a fantastic community.
Here's the ONLY thing I cannot do so far:
- enter conversation mode and still be able to see inventory item names at the same time.
The way my game is setup at the moment is with two identical inventory menus. One appears On Hover during gameplay, and the other During Conversation. Using variables, you can click an inventory item during a conversation with a NPC to ask them questions about it. Pretty simple.
So, in conversation mode, I can select the items, combine them and use them. But I cannot for the life of me enable their labels to appear.
I suspect it has something to do with the StateHandler script (
as mentioned in this forum post). I've even tried replacing a few of the "GameState.DialogOptions" with "GameState.Normal", but I am unfortunately way out of my depth here.
Anyone in a similar boat? Ideas? Suggestions?
Thanks in advance and keep up the good work everyone. I cannot way to play all your games.
Comments
I cannot say if this can be changed right now, but I will look into it.
This could already be done by smart use of Inventory: Check Actions of course, but is a bit tedious. I hope that this would be an acceptable workaround, as changing the current system could bring about unforseen problems.
A caveat first! As Chris said: this is not recommended. I guess it could break things down the line. I’m happy to report it’s worked fine for me so far.
- Open StateHandler.cs. Search for GameState.DialogOptions and replace with GameState.Normal. There should be x3 of them to replace.
- Repeat the step above, but in the script MenuDialogList.cs. Only one of them to replace there.
- Open PlayerMenus.cs. Look for the line:
if (KickStarter.playerInput.activeConversation != null && KickStarter.stateHandler.gameState == GameState.DialogOptions)”