I've revisited this now as I'm doing some more work on my inventory processing.
When you trigger a "use" command, picking up & dragging an item from the inventory, the item image is removed from the inventory slot, but as it is still in the inventory, when you mouse over it you get the items object name displayed over the empty slot & you can click on it to form combined commands ...
E.g Assume inventory slot 1 holds item "fish". We select by right clicking, with is defined to command "use".
We now get a draggable image of a fish, complete with the text "use fish with" & because of the animation fiddle as above, iinventory slot 1 appears empty.
But if we move over apparently empty inventory slot 1 with the dragged fish, we get "use fish with fish", which looks very odd.
Any ideas welcome.
Hi, I am setting up my first interface and ran into this same problem, with the action text showing the equivalent of "use fish on fish" or (hoof grease for me) when dragging starts.
I found a solution that works for me, by storing the value of the "dragged from" slot, and turning on and off the display of the action text when the cursor moves in and out of the corresponding button area.
So, in the mouse properties, button hold action I have:
On each item, (e.g. Hoof Grease) the UseInventory command is set up as follows to set the dragged icon.
Then for each inventory slot, (e.g. for Slot 1), the leave / enter is:
Finally, the HideText script contains:
game.DrawActionText = 0
and the ShowText script contains:
game.DrawActionText = 1
The result is that when dragging and item starts, the action text is hidden
And when moving outside its slot, it is shown again.
When returning back to Slot1, it is hidden again.