To start, I have the choose interaction then hotspot method running, and my inventories have been changed to be menus that appear manually (when called by buttons present in a sierra-style icon bar at the top of the screen). Also, the game is not paused when the inventories are shown.
Whenever I select an inventory item inside the inventory menu, the cursor does change from the standard cursor to the inventory icon, as it should. I have set up back buttons which close the inventory menus. When I click the inventory cursor onto the back button though, most of the time the cursor completely disappears. I must right click to cycle through cursors to get my standard cursors to appear again. My iconbar has a "last selected inventory item" icon slot, so I can select the inventory item there after I get my walk cursor back.
Clearly this is not ideal. Any idea what could be causing this? And FYI, I have no idea why this bug happens only most of the time, and in a few rare cases it doesn't happen.
Also, I'd ideally like to be able to have the inventory menus pause gameplay when shown, and be able to select/use/examine inventory items while the game is paused, but right now AC seems to force the main cursor to be shown when gameplay is paused. Is that something that can be changed easily?
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This means that when the player clicks on an item to look at it, he has to move the mouse away in order to click again to skip the speech. I noticed that inventory actionlists have no option to "pause game while running" like scene based actionlists have. Is there any way to add that? Would that solve this problem?
If it's OK with you, I'd like to deal with this in stages - fix the most problematic for 1.30, and then see about the lesser ones for 1.31. This'll mean I can get your feedback/confirmation issues are fixed before going further. The first issue in your first post should be addressed first.
For clarification: is problem 2 in your second post occuring while a Cutscene is playing? Inventory interactions should ALWAYS block gameplay, unless you specifically set a dialogue line to play in the background. Click the persistentEngine object while your game is running, and let me know the state of the Game State variable in the StateHandler script when the torch dialogue is playing.
I finally decided just to run the look at torch interaction without selecting the persistentEngine and then select it during the interaction. It appears the the game state was set to cutscene, not pause. And I've noticed that gameplay is typically not paused during cutscenes.
Regarding your fixes for the other problems, however you want to do it is great. I'm just glad you're looking into it for me at all! Thanks for all the help!