Hi i was just wondering how would i implement a hint system. When you click on the hint button it will randomly choose a object to highlight. I did get one working but when i get to the last one to find it wont highlight that last object and also when i do click on the hint button all menus and buttons disappear until a certain amount of time. I do want it like that but i just want the hint button to get affected by it. Its a hidden object game too i should mention that. I wouldn't mine if anyone has time to do a tutorial on how to implement a hint system.
Thanx in advance.
Comments
If your Hint menu's Appear type is set to Manual, then you can turn it on and off using the Menu: Change state Action. So you can amend your button's ActionList to turn the Hint menu off, then flash the object(s), then turn the Hint menu back on.
@SkyTree: You could just run a Cutscene, that's set to Run In Background, that locks the menu, waits 10 seconds, and unlocks the menu again.
By the way, this is a prime case for using parameters - since you've got seven chains of Actions all doing the same thing, but with different objects. With parameters, you can have just one of these chains, and re-cycle it for use on a different object each time. This tutorial will explain more.
But since this ActionList you're running is an asset file, you can see it's relying on the referenced object's Constant ID numbers to find them. The only way this could return a false positive is if there was another object in your scene with the same ID number - not something that should happen unless you tell it to, however.
You won't want to use quick-time events for this, as that's for a very special purpose. Instead, you'll want to create a new Global Variable of type "Integer" and call it "Countdown time". Then when you turn on your Hint system, set the Variable's value to whatever your start time (in seconds) would be, using the Variable: Set Action, and then call an ActionList that looks like this:
It's very important that this ActionList is set to Run In Background (it's in the Inspector), so that it doesn't block gameplay.
As for the inventory, I don't understand how your game is supposed to work - what do the items shown in the circle mean? Are they objects there you can find? Please explain it as clearly as you can.