For exiting scenes, I have a hotspot set-up as single-use, so clicking on it without interaction will run the
walk-to marker and subsequently run the interaction to leave the scene. I also add a custom cursor called "walk to" so when the player clicks the single-use hotspot, it will print "Walk To [name of next scene]" in the verb bar, instead of Use:
Currently though, if the player has an interaction selected, moves it across the screen to another hotspot and the cursor crosses the single-use hotspot, it will wipe the interaction back to the single-use interaction's default:
https://gfycat.com/WebbedIcyDucklingI assume this would be the correct way to set a scene change hotspot up so it functions the same as a Scumm game, I can't think of a way of having the player walk to a marker and then run an interaction to change scene any other way (and still have the verb bar always read Walk to [scene]).
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- if you click on a scene exit area, it builds a "walk to [scene exit]". I'm using an extra cursor called "Walk to" so that no verbs need to be lit up, the sentence builds correctly and the Walk to marker gets run before the scene change interaction.
- If I wanted to be able to right-click on a scene exit, it would still default run the walk to marker then interaction, instead of lighting up a Use or Look-at verb.
- If I wanted to be able to look at scene exit hotspots and have dialogue like "that's the way back to the trail" or some such.
I'm not sure where to start with something like this. I'm also not sure if using a custom Walk-to cursor would be necessary with the right custom script that would build the sentence properly (although it would probably be needed for default Walk-to interactions?) Is there an example that could get me started with this?https://gfycat.com/OffensiveDirtyIndianpangolin
https://gfycat.com/PalePracticalIndianabat
So, the same type of hotspot is in both, and obviously there's a puzzle with the chimney where you can use a blanket on it. Could there be a, maybe, a player action in AC whereby you can select "Walk To Marker and Run Interaction" and have:
- the player directly walk to the marker
- run the "walk to" interaction when the player reaches the marker
- if I reclick within the hotspot, the walking path is not interrupted and the player continues walking to the marker and ignores the click
- if i click outside of the hotspot when walking to the marker, the player walks to the new point instead of continuing walking to the marker, and it purposely interrupts the "walk to marker" function
The points above are exactly as single-use does when set-up as I have with a "walk to" cursor. If using single-use interaction, this is exactly how it works: https://gfycat.com/GlaringImpossibleHumpbackwhaleHowever, none of these work without single-use interaction enabled, and the "walk to" cursor interaction isn't triggered (as I only use the custom cursor to keep the verb line reading "walk to", but it still doesn't think a "walk to" verb has been chosen for interaction understandably.)
If it would be possible to add the ability to have other verb interactions with these single-use hotspots, it would be awesome! Currently single-use is almost perfect with a custom "walk to" cursor, but any other interactions cannot be used with these hotspots. If it's possible with custom scripts or actions, I'm not really sure how to do it?
Thanks, I'd appreciate that! This would involve requiring a custom script on every hotspot used as a scene exit hotspot? That's obviously no problem, I'm curious if there's any plans for an integrated method for this in the future? I'm sure most interaction-then-hotspot games would benefit from this functionality!
I'll mention it again, this is no trouble at all for me to add to every hotspot, but for anyone else developing these sorts of games, I'd imagine it would be invaluable if it could be incorporated in AC. I'm not sure how else you could do these sorts of exits in this fashion without this script, so thanks again, Chris!