Okay, I must be missing something. I working a chess puzzle with bishops. When the user clicks the bishop, i want to switch the player character to that bishop and switch to walk mode. So, when they click on the board, it will move the bishop. So, I added an interaction to the character that runs a script. So far, the script only has to line:
SetPlayerCharacter(thisbishop);
SetCursorMode(MODE_WALK);
But instead of setting it to the walk mode it sets it to look. I checked the cursor images and they are the default ones. The look cursor is 1 and walk is 0. I've also tried SetCursorMode(0) but i get the same result. I'm stuck...anyone have any ideas?
I had a similar problem which came down to the event based room script for the interaction being out of sync with the global script.
Try displaying a message within the interaction script to see what the settings are, and if they are correct then look for another process that may be resetting them.
You may have to import a function from the global script to the global header that tells the global script to behave differently, and call it at the end of the interaction script.
just one question: do you have the "player character is visible in this room" or whatever check box marked?
Can you get into Walk mode at all? As eric says, if the walk mode is disabled (eg. player character not visible) then it can't be selected.
You guys got it. That was it exactly. But now I have another unrelated question. I wanted to add a property to the character to mark it's color. I know I can use the get characterProperty fuction to get the data.. but how do I set the data? I can't find a way in the editor or script.
Select the character in the editor, then click the "Properties" button.
Okay, now I feel like a moran. I added a boolean, and for some reason, I was thinking the check box meant I wanted to use that property for the character. After reading your reply and playing with it more...I feel pretty foolish.
Hehe no worries, the properties system isn't very well documented. Glad it's solved now :)