Look, Ive been faffing with this for 2 weeks now, and although Ive managed to do some other stuff, this MAJOR thing is still bugging me.
A UFPS Player.. (re-built this 3 times to see if this was the prob)
InputManager I have added an Axes called Toggle Cursor (I was told to somewhere)
I noticed that it appeared in the UFPS input manager too, bound differently, so I changed that.
I have bound it to RIGHT mouse.
The Idea being that if they want to get something from the Inventory window, they can right click, their character will FREEZE and the mouse cursor, which is usually fixed in the center of the screen, is released and can float up to the Inventory, OR generally manipulate menus.
But whats is ACTUALLY happening, is that when you click Right Mouse, the screen freezes, a second, smaller cursor appears little way above the original cursor.
IF you right click while hovering over a hotspot that is showing a pop-up text, that text will move up a little too... I guess it uses the cursor coordinates..
But no free moving mouse... or whatever its called...
ALSO (maybe this is a hint) It DOES WORK in the Escape (pause menu) . So if I hit escape, up comes the menu, the view IS locked, I CAN move around with the mouse, it causes the green rollovers to happen on the menu, BUT.. if I click... say the options element, I then enter THAT menu with audio levels etc, and as I say, the mouse is just frozen now... so i cant select anyrthing, but I CAN hit escape and the whole menu shuts and Im back in game...
Im particularly frustrated now cos I was trying to get lift doors to open and close AND make sounds, I tried to use the sound object, set it to SFX, and cant hear anything, but then I remembered all the levels are right down on the pause/options menu, BUT I CANT CHANGE THEM CO MY F***ING MOUSE IS NOT MOVING!!!
PLEASE for the love of god.. can someone tell me what to do...
What do you need a screenshot of to find out?
What info will help you troubleshoot me?
How much money do you want?
HOW do I get the right mouse to release the cursor so I can interact with menus???
Yours In anguish..
MArk
PS: Heres a great Idea for a game... Save an lonely Game Developers life, by quickly removing knives and ropes and pills from his path (or alternatively responding to his frantic forum posts)...
Its called "Stop the Suicide!
Its yours for free, if you send flowers...
Comments
The mouse cursor should unlock automatically when you enter a pausing menu (one that has "Pause game when enabled?" check in the menu's properties. If you want to unlock the cursor during a non-pausing menu then you can use the Player: Constrain Action to disable free-aiming.
That's the idea, anyway. If there's some issues in that department with your current version of AC, that's something I'm looking to have fixed with v1.43. I'm planning for it to be out this week. Now while I do intend for it to solve these issues, I will endeavour to clear up any remaining ones that might linger. Don't worry - this'll be sorted.
ChrisIceBox
I havent had a chance to try yet. Also thanks for posting your code Radiant, but I dont think its quite the functionality I need.
Exactly WHAT functionality has been a head scratcher for me, Im sure its the same for you.
The thing is, we both WANT a 1st person FPS (lets not get confused by the new UFPS ability to have 3rd person/visual body for now...) but we also want the interaction with invenotry stuff that AC brings.
The main AC bonus for me tho is just the ABSOLUTELY AMAZINGLY SUPERERLATIVE game creation tools.
Re-making a strange teleport thing in my game last night that I had previously made via a clunky system of UFPS sending a message to PlayMaker to move the player seamlessly somewhere else on the same map, via a super quick fade to black, was pure simplicity and joy in Adventure Creator
Heres my headache: If you disable the mouse (for FPS play) you need to first make a keyboard input freeze the player, and release the mouse pointer, BEFORE you can interact with either an onscreen menu, OR the inventory. (your functionality I thing Radient)
So I got to thinking..(As a result of a bug I had where mouselook only works on press down of right mouse)
BUT.. what about all those games with loads of menu clicking AND running about.. for example World of Warcraft? What their set-up?
Now I cant confirm this, I dont have it installed anymore, but questions posed to friends to still play WoW gave me a revelation!
(cue choir music and sparkly particle effects)
The problem is NOT in AC, but in the UFPS movement method! And thinking abit backwards!
So what if you can move you mouse the whole time? (so you can interact with menus) Then the player will wobble all over the place right? NOPE.. NOT if the mouse DOESNT turn the charater.
NO! but then HOW do you turn? I hear you mutter...
WASD
Of course you can now map A PRESS DOWN OF RIGHT MOUSE to still do the mouse look, so its there, for looking up and down and around (and this can still be mapped to mouselook in the Oculas Rift camera)
So now, you are running around corridors and selecting in the inventory at the same time!
Now all we need to do, is hook up a USE click in the inventory with the weilding of weapons code in UFPS.
So all game functionality is now simply to click in the inventory for everything, if its weild-able, (torch, gun, axe) then it pops into you hand, selecting something else (letter) appears fullscreen to read, or useable (key) sticks to mouse so you can drag and drop it... YOu decide... what item does what... the user just knows.. (I just have to click the inventory!)
Now..
MArk
But as it happens, v1.43 is now out, and with it the stability improvements to the UFPS integration, meaning whatever code changes you might need to make for your own game requirements will be much easier to make. Perhaps none will need be made, but again - looking left and right with the cursor keys is a UFPS request.
As for freezing the cursor, it's not necessary to require the player to toggle the cursor manually through input (the ToggleCursor button). There are two other ways you can do it:
1) If a pausing menu is turned on (like the default Pause, Options, Save and Load menus), then the cursor will unlock automatically.
2) You can use the Player: Constrain Action to disable free-aiming. If you tie this into a menu's "ActionList on start" field (and vice-versa), you should be able to allow menu-clicking in a non-pausing-menu without the need for player input.
The updated UFPS tutorial will guide you through the new process.
I'm assuming you mean when you left-click to shoot and interact at the same time. For that reason, there's a new option in the Settings Manager to only let interactions respond to right-clicks - if your interaction method is "Context Sensitive", just move your Interactions to Examine types and you can shoot and interact separately.
Does this problem occur if you just use the standard SimplePlayer prefab, non-AC?
http://visionpunk.vanillaforums.com/discussion/700/wont-stop-shooting-till-clip-is-empty#latest
Dont know if this is a simerlar issue
Please tell me, Are EITHER of you ACTUALLY getting ToggleCursor to work? Can you press that key and THEN, your mouse us free to move up to the inventory, where it will then pop down?
Its that happening with you?
Cos its not here.
Im SURE its my inputs, or something in the UFPS input window (dont understand why UFPS has its own input panel, doesnt it cause clashes..?)
Cos mines suck at the top...
If I could get the AD keys to TURN my player not strafe, then have mouse look only on mouse DOWN, maybe onlt RIGHT mouse down (possible?) then I could leave menu mode running the whole time and just use the keys for movement, and be able to interact with menus/inventorys without using a toggle Button... Thats what I want now.
I THINK thats the World of Warcraft approach, but its a while since I played that so I mught be mistaken.
So Now I just have 3 ACTUAL bugs!
Footsteps not working (getting an error about it actually)
Still I really want to get it working, cos actually building the "game stuff" with AC is a joy!