Hi!
Just trying to extend the tutorial a bit in a direction I will need.
OK so in the tut we get the Robot to click on the sword, and, it goes to the Inventory AND goes to his hand. Great! Worked..
Now I just want to have a way to
a) drop it, so it goes back to the inventory
b) be able to pick it up from the inventory again
OK so maybe better that when you click on something it DOESNT goe to the hand straight away, so I maike this change.. merely disable the Action Character:Holdeobject.
fine no probs..
But to be able to CLICK the inventory and get it in your hand..
So.. I try
I got to the inventory tab and make a InvAction list for the sword, on the USE slot..
Good..
I tidy up and put that InAction into my InvAction lists folder, and rename it to SwordHold. Then I add exactly the same action as we removed from the hotspot Interaction, Character:Holdeobject
To absolutely NO effect!
So whats the right way to do this.. Ill need a remove function too, maybe RE-clicking in the Inventory, or.. is it possible to have an empty, or an "open Hand" inventory item permanently there, and clicking THAT will remove things?
Just an idea...
Comments
Certainly you should be able to use this Action in an asset file. When you drag the sword model into the "Object to hold" field, it should create and display a "Constant ID" number - does that happen? If not, what version of AC are you using?
What are the USE and EXAMINE slots for?... Use and examine where? On stage? or in the Inventory?
I know that Unhandled slots for Hotspots and combine are incase I use (drag) the sword to an item I haven't thought of... so whats Standard Interactions?
If you want to use an Item on a Hotspot, you define that within the Hotspot itself.