Sorry, my fault! Here's the final working version! I tried to get the script working as a scene script, but I couldn't get Hotspot[] allMyHotspots; in the right place?
` void OnChangeCursorMode(int selectedCursor)
{
Hotspot hotspot =…
Thanks, that's how it's building the label already, but I assumed that since OnBeginActionList is a separate hook, OnHotspotInteract wouldn't be triggered unless a hotspot is chosen (in this case, I'm merely interacting with an inventory item). So i…
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Sorry, I didn't realise you could define a specific interaction to check, GetUseButton's descriptive implied it checked the first set interaction. Using selectedcursor would be the apropriate way to check that just Talk-To was defined or not…
Okay, so I can't use button in OnBeginActionList because it's not recognized? Since I'd probably need to use
int language = Options.GetLanguage(); newLabel = KickStarter.cursorManager.GetLabelFromID(button.iconID, language) + " &quo…
Okay, I understand now; I don't mind keeping the hotspot always on except if
* Talk-to a hotspot that doesn't have a talk-to interaction defined
* Give an inventory item to a hotspot that doesn't have a talk-to interaction defined
So here's what I…
Do I need to modify this to only ignore the hotspots when I have Give or Talk cursors specifically chosen? i've put this exact script on a hotspot and it's still showing a give sentence when I hover with a item selected.
And this definately needs t…
Thanks for the hooks! How should I tap in to when the player is looking at an inventory item and the dialog pauses gameplay? https://gfycat.com/SelfishEagerAsianelephant
I assume it's not presently working because I'm rebuilding the sentence and f…
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The same.
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It displays it locked at the bottom of the screen.
Could this be anything to do with an upgrade to Unity 2018.3? It's one of those things I'm having trouble remembering when it occurred (I upgraded both Unity and AC this …
Sorry, I meant can it go on a scene prefab rather than having to be fitted to every hotspot? There would always be a lot of hotspots that would have to be turned off, unless this script is actually working inverse to what I'm imagining it does, and …
Ah, I didn't post the error: https://i.imgur.com/85WtvvC.png
and without the first part: https://imgur.com/JCJe2Ui.png
I don't think it's possible, but can this script go on a scene object, or does it definitely need to go on each hotspot?
MASSIVE thank you to all of your incredible help and patience! Here's the finished script (for now!):
`using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AC;
public class Verb1txtVerb2 : MonoBehaviour
{
public Text textBox1;p…
That would be very useful, thanks! I think I can handle the AreActionsRunning part in update, but I'm not quite sure how to store the current interaction actionlist in onbeginactionlist event?
Here's a couple of possibilities: AreActionsRunning(); IsListRunning() but I'm not too sure how to call those. Anything that can flag off the bool if there's no actionlist running (or it's on the last node of the actionlist, at either the start or …
Okay, this is crazy but after 4 hours of fiddling and twisting my brains around, this combination seems to work! Here's a clip: https://gfycat.com/PassionateMelodicKilldeer
`using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AC…
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Yeah, and having the actionlist set to When Running: Pause Gameplay ensures the mouse disappears and control is taken from the player, and if the last dialog is set to Play in background then, as you say, the game returns to normal. In actua…