Hi,
AGS automatically walks to a hotspot when it is interacted with.
This behavior is not present with objects or characters.
The problem is that I don't always want the player to walk to the hotspot,
but I can't figure out a way to bypass the default behavior.
Unfortunately player.StopMoving () has no effect as the the automatic behavior
blocks the script.
I've almost finished making a fully updated, improved, version of Stryker's discworld
interface template. I really like the feature of discworld 2, where by double clicking
on an exit, the walking animation is skipped, and the player goes immediately to that
room. I wanted to add this feature to my project. When I double-click an exit, it
blocks the script and walks to the hotspot before going through it, all because of this
default behavior.
Any help in bypassing this, or perhaps another way I could tackle the problem would
be greatly appreciated.
Thank you. 8)
AGS automatically walks to a hotspot when it is interacted with.
This behavior is not present with objects or characters.
The problem is that I don't always want the player to walk to the hotspot,
but I can't figure out a way to bypass the default behavior.
Unfortunately player.StopMoving () has no effect as the the automatic behavior
blocks the script.

I've almost finished making a fully updated, improved, version of Stryker's discworld
interface template. I really like the feature of discworld 2, where by double clicking
on an exit, the walking animation is skipped, and the player goes immediately to that
room. I wanted to add this feature to my project. When I double-click an exit, it
blocks the script and walks to the hotspot before going through it, all because of this
default behavior.
Any help in bypassing this, or perhaps another way I could tackle the problem would
be greatly appreciated.
Thank you. 8)