My goal is to run a QTE that uses two mouse-clickable buttons as the input. Through several rounds, it might be one or the other that needs to be pushed. That's why I went the simulated input route - it works when I use the keyboard, but using on-sc…
I see what you're saying, and that does work, but I still have the issue of clicking anywhere on the screen being registered as an "input" to the QTE. My biggest issue is somehow convincing the QTE that a mouse button click is not in and o…
I can run an "input: check" action for the other button, but clicking anywhere else on or off the menu registers as an attempted input in the QTE that has to be handled. If I could restrict the "clickable" surface to just the are…
By running that interaction manually, do you mean within the script? I'm having trouble figuring out how to get the other button recognized at all. What is the best way to test if the wrong button was the one pushed?
Chris, happy to say that updating to 1.49 solved the issue. Still a curious problem, but a non-issue for me now. Thanks again for digging into it with me.
Done. It runs a steady stream of "false false" messages, and when I click the button I get "true false".
I'm currently running 1.48b, so I'll go ahead and update to 1.49
Ok, I've recreated the menu using Adventure Creator as the source. That's much easier, and clicks are being registered (click texture is working).
What I'm still having trouble with is getting that menu button click to register in the QTE as the in…
It is indeed set to run in background. These may be helpful:
QTE Menu
(Image)
Action List
Input Manager
(Image)
QTE Canvas
Image Object Childed to QTE Canvas w/ Button Component(this could easily be where things are going squirrely for me)
(…
Ah here's the bigger picture. It's a timed quiz, and you have one of two choices to make (one of two in-game buttons to push). If you click the right one, you move on.
I've tried to set these up with a Menu, using menu buttons with "click type…