Deleted post.
I really have no clue what EXACTLY do you want to do...I got what your problem is, but not exactly.
Quote
.. hang on, I've just had a brain-wave... nope, that didn't work either. I was thinking of making a custom button for the inventory that called both the talk() function and setGlobalInt, so that I could run a getGlobalInt under Inventory_Talk() to see if the user had selected talk or interact, but that doesn't seem to work..
You can create a custom function
function InventoryTalkTwo(InventoryItem*itemhere, int globalinttoset) {
itemhere.RunInteraction(eModeTalkTo);
return globalinttoset;
}
So then you can use:
if (InventoryTalkTwo(ikey,5)==6) {
}
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-Add a cursor
-In General settings, set "Handle inventory clicks in script" to True
-in on_mouse_click, add
else if (button == eMouseLeftInv) {
if (mouse.Mode == eModeTalk) {
...
...
}
I'm still not really sure what functionality exactly you need though.
Please try to explain what your game is supposed to do without using any programming/scripting terms.
Deleted post.
Is this solved...?
Why did you delete all your posts?
Jared I know this is for the MAGS so is everything cool?
It's not for the MAGS, it's a separate project actually.