*EDIT*
I added cEgo.Frame==0 so that he didn't pick up the object when walking across it, but only under the condition that he had stopped walking, which is on frame 0.
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Yeah. I solved this late yesterday night, here is my solution if anyone else hits the same problem:
First off, in the Interaction Editor for the object (Looking Glass) I put a "Character- Move Character" attribute into "Interact Object"
I specify destination XY location, 662 and 242, and had the "Wait for move to finish" to False, (ie no-blocking) so that I can be able to change action any time after this is triggered.
Then in the room script under Repeatedly execute I did this:
Code: ags
This made the character walk to the object, then pick it up, and I could still change my mind while he was walking.
This also solved my 2nd issue with the wait cursor, as it doesn't appear now as the "Wait for move to finish" is False.
I added cEgo.Frame==0 so that he didn't pick up the object when walking across it, but only under the condition that he had stopped walking, which is on frame 0.
---------------------------------------------------------------------------------------------------------------------------------
Yeah. I solved this late yesterday night, here is my solution if anyone else hits the same problem:
First off, in the Interaction Editor for the object (Looking Glass) I put a "Character- Move Character" attribute into "Interact Object"
I specify destination XY location, 662 and 242, and had the "Wait for move to finish" to False, (ie no-blocking) so that I can be able to change action any time after this is triggered.
Then in the room script under Repeatedly execute I did this:
// script for Room: Repeatedly execute
}
// script for Object 0 (Looking glass): Interact object
if ((cEgo.x==662)&&(cEgo.y==242)&&(cEgo.Frame==0)&&(mouse.Mode == eModeInteract)) {
object[0].Visible=false;
player.AddInventory(inventory[1]);
}
}
This made the character walk to the object, then pick it up, and I could still change my mind while he was walking.
This also solved my 2nd issue with the wait cursor, as it doesn't appear now as the "Wait for move to finish" is False.