How to prevent Charakter from walking to left margin when object above is clicked.

  • #1, by Marian77Tuesday, 06. May 2014, 14:03 6 years ago
    Hi,

    I'm now busy defining the objects on my first scene. I created an object and defined the outline of it. In this case it were the big ventilation tubes overhead in my arrest cell. I chose an action that was to be executed immediately on right click (examine) and defined it as a text ("pretty big tubes.") This works fine. But when I left click on them, Jacob walks to the left margin of the screen. How can I prevent him from doing that?

    Cheers,
    Marian

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  • #2, by Marian77Tuesday, 06. May 2014, 14:07 6 years ago
    OK, I think I just solved the problem: I gave the object a new action, identical to the right click, but now to a left klick. Since the tubes overhead can only be examined, this should be ok. Now for right and for left click he just stays where he is and just quotes his big tubes line.

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  • #3, by esmeraldaTuesday, 06. May 2014, 14:18 6 years ago
    you need to define a position where the character should stand when interacting with the object (if not executet immediately). (Kulissenobjekt, Einstellungen: Ausrichtung der Person zum Objekt) Else the character will walk to the border of the screen.

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  • #4, by Marian77Tuesday, 06. May 2014, 14:29 6 years ago
    The comment on the ventilation tubes should be executed immediately, without Jacob walking anywhere. I solved this by giving objects that can only be examined the same action for right and left click, to be executed immediately.

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  • #5, by Marian77Tuesday, 06. May 2014, 15:24 6 years ago
    Hey! I really enjoy having achieved a playable game where Jacob walks about and comments on things! He can't do anything else, but I'm happy anyway! Next step I will try to implement an Object that can be taken away and that then appears in the inventory. By the way, is there a Tutorial on that?

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  • #6, by afrlmeTuesday, 06. May 2014, 15:38 6 years ago
    No sorry I've not written anything up about inventory systems yet but it's simple enough. You just use the add item to inventory action part & then remove the object from the scene by animating the character taking it or lazily (like most people seem to like doing) by having the character reach out in thin air the object suddenly disappearing. To kill object areas, actions & images/animations associated with it, you should create a condition for the object & link it to the objects properties tab. When the condition is set to true or false (depending on whether or not you ticked negate) the object will either be visible & active or hidden & inactive.

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  • #7, by Marian77Tuesday, 06. May 2014, 16:29 6 years ago
    Hi,

    I will try to work with this, sounds like a bit of trying around for me, since I am a total rookie to VS.

    Cheers,
    Marian

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  • #8, by afrlmeTuesday, 06. May 2014, 17:16 6 years ago
    I'm sure you'll be able to pick it up fairly easily. The program is quite logical at times, which meant I haven't really needed much help learning it, although had a few issues with certain translations or tooltip descriptions. My biggest issues was the automated syntax examples in the old wiki, which is why I've been typing up my own hand written pages with easier to understand syntax & examples for the various Lua script functions. Having said that, it is entirely possible to create a professional game without Lua, but it's nice to use a bit of script to enhance existing actions, functions or to create new functions.

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  • #9, by EinzelkämpferWednesday, 07. May 2014, 12:29 6 years ago
    A bit outdated (don't know whether the ved file is still working at all), but the basic concept of picking up an object is described in this tutorial: http://www.visionaire-studio.net/shop/article/tutorial-erste... (no video, sorry, but nice German PDF to read grin ).

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  • #10, by Marian77Wednesday, 07. May 2014, 13:00 6 years ago
    Ah, ok, I'll try to work with that, although a video tutorial would be nicer anyway. Maybe, if I manage my 3 braincells to get them to understand the concept, I'll do the video tutorial myself.

    An other basic question: My concept concerning objects that can be taken away is kind of inverted. I wonder if that is a problem: My backgrounds already contain all the objects that can be taken away, but I have created created little detail "stamps" of the picture where the item is already taken. For example, the original background contains the emergency hammer in its' holder and I have a detail picture showing the empty holder, that would be placed on the correct spot on the original background as soon as I perform the "pick up hammer"-action. Is this totally insane and a huge bunch of work, or is it just a question of a condition that needs to be inverted?

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  • #11, by esmeraldaWednesday, 07. May 2014, 14:03 6 years ago
    Should be no problem at all. The amount of work is the same, you just have to get the conditions right - like you said.

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