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Possible Bug - Auto disable hotspots with no interaction

Hi, I'm using the option to disable hotspots where there isn't interaction, and a problem showed up. 

There is an inventory item that needs to be used with a hotspot, and the game will not execute the action, as if it said there is none to execute. I've triple checked the interaction and everything is linked right.

When I disable the " disable hotspots where there isn't interaction" option, however, it works perfectly. I'm assuming it has to be some kind of bug.

I'm using the version 1.55b of AC.

Thanks in advance :)

Comments

  • Welcome to the community, @Calavera.

    I'm afraid I cannot recreate this in the latest release.  Please update your AC - even if it's in a duplicate project - and test again so that we are both testing with the same version, and that it still exists.

    If so, what are your interface settings, and how are items selected?  Are you using the default menu system?  Please post screenshots of your Settings Manager, as well as the Inspector of the Hotspot in question.
  • Hey Chris. Sorry for taking this long to answer back. I've updated AC.

    Here are the screenshots:

    image
    image

    This is the hotspot on which I use the inventory Item. The item that isn't working is "Horrible Carpet".

    image

    The interaction is initially off, because the lid of the toilet is closed. Once the player 'uses' the toilet, it opens, enabling the item interaction. It works just fine with "Bonbon's Tapestry", another item which is used in the same way.  Both items have practically the same actions in their action list, so I wonder what is the problem.

    Thanks in advance.


  • Thanks - problem now recreated and I'll work on a fix for the next release.
  • As it is kind of an urgent matter to me, is there a temporary solution you could recommend?
  • Inside Hotspot.cs there is a function named HasInventoryInteraction.

    Inside it, replace the two instances of [0] with [i].
  • I've found something inside the editor that did the trick, though I don't know why. 
    I've added an unhandled interaction in the inspector of the hotspot, and voila!

    :D
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