Hello,
I'm having a problem which hopefully isn't too hard. Currently, I'm making a first person game, but it's still a point and click. This creates several problems with the inventory handling due to the mouse moving the camera. Basically, at the moment, I call the menu by pressing the button m, and I put the same key in the "ToggleCursor" input.
This way, when you open the inventory, you can also effectively use the cursor to select an item in the inventory.
Of course, this creates the problem that you can move, but can't use the cursor to move the camera anymore, otherwise it would be a giant mess (like, you go down with the mouse and move the camera at the same time...). I'm fine with this though as I don't see any solution.
So, here's my question: currently, to get back to the normal situation, you have to close the inventory by pressing M again to be able to fully move around with the mouse FPS camera too.
If you select an inventory item, though, the menu won't close automatically.
Yes, you can use an item without closing the inventory and close it later if you are already facing your hotspot but it's still a little annoying.
So, is there a way to close the inventory and restore the cursor to normal at the same time exactly when you have selected an inventory item, without having to press m again?
I hope it doesn't involve scripting...
Please note that I don't want the game to pause when you open the inventory, otherwise it would've been obviously super easy.
edit: uh-oh. Sorry to add another question... I Just noticed that if I press "esc" to turn on the pause menu, even if the game is paused I can still press m to open\close the inventory, which is not good, as you could mess up the cursor this way. Any way to prevent this from happening, too? =( Yes, I know that I can do "Turn off Menu" from an ActionList but the problems remains, both because because if I do that, the inventory closes, but the cursor doesn't go back to normal. And, because I can still press m whenever I want during the pause menu.
Comments
There's been a few calls for some kind of "Inventory: Check selected" Action, so I'll see about that as well. You'd have to run that continuously while the Inventory menu is open, and close it if it returns anything other than "nothing".
As for the Inventory menu appearing when Pause is enabled, simply lock the Inventory menu during this time. When a menu is locked, it'll never appear until it's unlocked again.
It also includes quite a few bugfixes related to menus. If you can wait until it's released early next week, let's resume this once it's out. If the issues aren't all resolved by then, it'll at least be easier to deal with them.