Suspending interaction?

  • #1, by XerilonFriday, 29. July 2016, 17:35 4 years ago
    Not sure if I post in the right category, but here it goes:

    I wonder how I can set a command with a cursor that is useless until certain actions are done. My game does not have a character but uses only animations etc.. So I rely on actions to start and stop animations, however I have noticed that I can click on other things and get response even if an animation is playing...

    I want to use a red cursor to indicate that the player just have to watch and wait for e few seconds.
    Are there such things as global conditions that can control that?

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  • #2, by afrlmeFriday, 29. July 2016, 17:55 4 years ago
    You will have to wrap each action in a condition. I think it would be a nice feature to optionally display an inactive cursor when we set a cutscene or use the show/hide cursor events. Hmm... maybe I'll ask if Simon will look into it for a future update of VS.

    But yeah... conditions are about the only way you will be able to do this for now. Or you could create a command that isn't listed on any of your actions. As long as you have standard command option in the main game tab set to "never activate standard command" or "only on successful execution" then it shouldn't be able to interact with any of your scene objects.

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  • #3, by XerilonFriday, 29. July 2016, 21:46 4 years ago
    Ah..a bit tedious, but ok smile

    Let's hope there will be updates on this in a future version. The cursor itself should have optional conditions no matter what command or appearance it operated in wink

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  • #4, by afrlmeFriday, 29. July 2016, 21:52 4 years ago
    Aye. It's a feature I would like myself as I don't like the cursor simply hiding each time a text is displayed or a cutscene / hide/show cursor event is triggered.

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  • #5, by XerilonFriday, 29. July 2016, 22:14 4 years ago
    Yeah, and my game don't even have text displayed or cutscenes, at least very few cutscenes. I simply have unique animations for the main character for each scene layered on top of the background, but prerendered with the light from the scene so that it looks like the character is really in the scene with all the bells and whistels. That way I have to work around using a classic "walking" character and all of its features such as "reach destionation" etc. smile

    Attached an early render of the look.

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  • #6, by XerilonFriday, 29. July 2016, 22:15 4 years ago
    Oh, goodness the colors looked strong in that one. Never mind the saturation issue razz

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  • #7, by afrlmeFriday, 29. July 2016, 22:24 4 years ago
    Graphics looking pretty nice the me mate. Looks like it will be a pretty atmospheric game. wink

    P.S: I wrap all my right click actions with a "if left_click" is current command query to prevent right click actions from being triggered when any other command but my default command is active or when an item is being held as VS seems to trigger right click actions if the character is already at the interaction position. Was a bit of a pain as I had to go over each & every scene object & add the query to each right click action, but it's not so bad now as I create them as soon as I create a new right click action.

    You might be able to just get away with creating an idle/wait command. You won't be able to prevent updating the destination target though, at least not without temporarily swapping out the active character to an npc that isn't on the current scene.

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  • #8, by XerilonFriday, 29. July 2016, 23:04 4 years ago
    Thanks, yeah atmosphere is important in this project smile

    Good advice, I already have a "wait" command, and what I did now was to implement actions in each object in the scene that was turning on and off all other objects with conditions. It works perfectly but the more objects in the scene, the need for "condition switches" on each object increase dramatically. But it isn't the worst. The project has tons of other fun parts to work on smile

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  • #9, by afrlmeSaturday, 30. July 2016, 01:00 4 years ago
    It's a shame we can't kill interaction with an action part or single line of Lua script. It would be especially useful for situations where you need to active character to remain stationary. Maybe they are tied up or something, hence you don't want left click to update the destination data structure field.

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  • #10, by XerilonSaturday, 30. July 2016, 20:59 4 years ago
    True. Also a single "skip" function to finish off current animation and all actions within the frames smile

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  • #11, by afrlmeSaturday, 30. July 2016, 21:09 4 years ago
    You can do that by wrapping actions / animations inside of a begin/end cutscene event, but please bear in mind that it actually skips everything contained within them, so it is not recommended to include actions such as set condition, set value or update position actions inside of them as they will also be ignored, which might not be desired if some of those actions are meant to update the environment of the scene in some way.

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