The change I saw in the inspector was the same one as when using the Action List. I called the script at the end. I dug around the action lists' scripts and found the Hotspot.ResetMainIcon() function. I added that to my script and it works now.
I ended changing things up. Instead of having different states for the Already Chosen animations, I converted the existing ones to Blend Trees and had the script set the Blend Tree's parameter to 1 and 0 instead.
That works after selecting an option, but there's a small delay. However, it doesn't work at all when starting a new conversation; the options appear in their "Already Chosen" state and stay that way until I highlight them.
Ok. I tried it and it's not working. I see the change take place in the inspector. My "TalkTo" Interaction gets disabled and "AlreadyTalkedTo" gets enabled, but the icon doesn't change. It still shows the normal "TalkTo"…
Another question. I tried implementing that script and it mostly works. But when I select an option, when the conversation appears again, the button is in its "normal" state and not its "Already Chosen" state. After I highlight i…
I got it to work just like you said. But how would you go about changing the interaction again when the character has something new to say?
The character says TextA every time you talk to him. After the first time, I can change the interaction so t…
EDIT: Never mind. I found the way. thanks!!!
I'm not sure I understand. How do I map interactions to a new icon? I'm not using the cursor manager. My game doesn't use the cursor; the character is controlled with the keyboard keys or a gamepad. My H…
It's rendered with AC. It's using the Vertical Element Orientation setting. (Image)
This is the menu.
These are the settings.
The buttons that are always skipped are "warp to stands entrance", "warp to start", and "WarpTo…