Quote from: Davweb on Wed 11/06/2025 07:34:21Hello,Yes, this type of interaction is definitely possible in AGS. Your code logic looks mostly fine, but the issue might be that Verbs.UsedAction() only works correctly after game.GetVerbAtMouse() or similar functions are handled properly. Also, make sure the Sierra-style verbs are correctly assigned in your template. Try logging the current action to see what's being detected. You could also try checking mouse.Mode == eModeLookat instead to test the action directly.
I just resumed creating my game (which I stopped almost a year ago) and have to start all over again, having lost the file.
I'm having a problem with a hotspot. I have a closed door, which is the exit from the room, but this door won't have an opening animation; the character will be able to exit the room if the conditions are met.
But first, I want the player to be able to interact with the door and the Sierra menu words (talk, push, etc.), but it doesn't work.
When I do this:
function htokitchen_AnyClick(Hotspot *theHotspot, CursorMode mode)
{
player.Say("I'm leaving the room");
}
When I click on the door, the player goes to the door and speaks,
but when I do this:
function htokitchen_AnyClick(Hotspot *theHotspot, CursorMode mode)
{
if (Verbs.UsedAction(eGA_LookAt)) {
player.Say("Pretty door");
}
}
Nothing happens, the player doesn't move, no dialogue.
However, if (Verbs.UsedAction(eGA_LookAt)) works because I have an object in the room.
At the hotspot level, I set the function to: Any click hotspot
I also tested it on Interract hotspot but nothing.
Is it possible to do this type of interaction?
Thanks