Is there any way to get the "Talk to" command to work on a non-character object/hotspot?
Also, I think it has to do with this part of the global script, I'm just not sure how to fix/change it
/-----------------------------------------------------
// Miscellaneous functions
//-----------------------------------------------------
function GlobalCondition(int parameter){
// here are some conditions that are used many times in the script
Ã, if (parameter==1){//if the mouse is in the inventory and modes Walk or pickup are selected
Ã, Ã, return ( GetInvAt(mouse.x,mouse.y)>=0 && (GetAGSMode(GetMode())==9 || GetAGSMode(GetMode())==5) );
Ã, }
Ã, else if (parameter==2){//if the mode is useinv and the mouse is over the active inv (like "use knife on knife")
Ã, Ã, return (character[GetPlayerCharacter()].activeinv==GetInvAt(mouse.x,mouse.y) && GetAGSMode(GetMode())==4);
Ã, }
Ã, else if (parameter==3){//if the mode is, or "Give", and the mouse isnt over a character
Ã, Ã, return ( Ã, (GetAGSMode(GetMode())==MODE_TALK || (Mode(GIVE) && GetAGSMode(GetMode())==4) ) && GetLocationType(mouse.x,mouse.y)!=2 Ã, );
Ã, }
Ã, else if (parameter==4){//if its a 'only inventory' mode (like GIVE), and the mouse isnt over a inv.item
Ã, Ã, return (GetAGSMode(GetMode())==MODE_USE && Tmode[GSmode].onlyinv==1 && GetInvAt(mouse.x,mouse.y)<0);
Ã, }
}
Unless someone has a better idea of doing this?
Yes it works fine. I dont like going through the trouble to create characters and script conversations. I draw a person into the background, turn them into a hotspot, choose the talk option in interactions, and do Game-Display a message, and make it so it disappears after a certain time. I have found this to work very well. I also have some newbie ways to use a puzzle with this.
Make it so that a character in background is guarding a door. If you talk to them they say that you need a key card. Later you find a mysterious woman. She gives you a hint to find the key, like to search a drawer. You search that drawer, then use the key card with the guard.