Firstly I don't think I've ever experienced so much great help on a forum as this, big thanks to AFRLme for all of his help so far.
This next hurdle might well be the end of my personal quest to get the verb coin interface to work as I wanted. I'm using RIGHT CLICK to open INVENTORY then LEFT CLICK to "pickup" an ITEM from the inventory, this can then be dragged over OBJECTS in the scene to "USE" the ITEM on the OBJECT.
The Problem is the ACTION TEXT that appears at the top of my screen doesn't show this basic text as you hover over objects.... "USE KEY on DOOR"
I must admit I'm ready to give up and go with a Sam n Max style UI, as it's so frustrating knowing exactly which parameters i need to access (from the datastructure wiki) and what I need to do, but lacking the understanding of the structure of the LUA code and the visionaire back end to actually get a handle on the things I need.
I actually expected the engine to do this by default, otherwise what's the point of action text if it doesn't tell you what actions you can do with a dragged object, but I've been keen to try and script this myself and learn more about LUA in the process.
It seems REALLY simple in my mind but is proving almost impossible to implement with my current level of knowledge, as I can't find a good explanation of all of the methods and data structures to learn from.
in PSEUDO CODE this is what I need to do... ( I've given up trying to get my actual LUA working)
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
- On each scene object that needs this behaviour I add an "execute script" on "cursor enters object area" action in the editor
- This calls a function named interactionText() created on a global definition script
- I need this function to find out the following THREE pieces of information as STRINGS
1) The NAME of the ITEM that the user has clicked on in the inventory which is now "stuck" to their mouse cursor e.g
KEYThe datastructure wiki says this is called
GameUsedItem2) The NAME of the SCENE OBJECT that the users cursor is hovering over e.g
DOORThe datastructure wiki says this is called
GameCurrentObject3) The VERB to use for the ITEM which the user has clicked on in the inventory which is now "stuck" to their mouse cursor e.g
USEAFRLme has already helped hugely in defining a way to add this to objects (use,push,pull,give etc)
- Then all I need to do is join all THREE of these STRINGS together with the word "on" added in the middle
creating a new string like this..."USE KEY on DOOR"
- Finally that new STRING needs to be pushed out to whatever displays the ACTION TEXT on-screen
The datastructure wiki is not clear how to do this, but AFRLme has helped me to amend this before
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
I have tried and tried to get all of these pieces together,and found some really useful scripts on the forum for finding parts of this but then it all goes to crap when I start to deal with getList, getLists, getObject, tables, languages, invalid fields and properties not existing in tables, and with no definitive list of what exists on each table or list type I'm just left guessing.... badly

I would be hugely appreciative if anyone can either help me with this next level of understanding or put together a script for me that does the simple operations above.
This would also help the community to get to a position where we have a functional action text system for the "draggable" inventory type.
Here's hoping!