what about using something like 'if (IsInteractionAvailable(mouse.x,mouse.y,GetCursorMode() ) )' to see if there is any interaction available for the current cursor mode?or maybe using properties for those special hotspots?
(that is, if i understood it correctly )
EDIT: oh, you want it only for walk interaction, right? then forget about the first one...
EDIT 2: OR you could fake a 'walk to' mode that acts like the talk or look one: (if you have cursor mode 8 or 9 free)
What i did for it is using cursor mode 9 as 'Walk to' mode, so you should disable the real one.
Then, in the on_mouse_click function, put something like:Code: ags
then instead of 'SetCursorMode(0)' you should write 9.
oh, and then change the name of the cursor 9 from 'Usemode2' to 'Walk to', and in the interaction editor you'll see a nice 'Walk to hotspot' interaction, that if you set some command to it, it will do that, and if you dont, it will just act like the default walk to mode
(that is, if i understood it correctly )

EDIT: oh, you want it only for walk interaction, right? then forget about the first one...
EDIT 2: OR you could fake a 'walk to' mode that acts like the talk or look one: (if you have cursor mode 8 or 9 free)
What i did for it is using cursor mode 9 as 'Walk to' mode, so you should disable the real one.
Then, in the on_mouse_click function, put something like:
if (button==LEFT){
if (GetCursorMode()==9){
if (IsInteractionAvailable(mouse.x,mouse.y,9) ) ProcessClick(mouse.x, mouse.y,9);
else ProccesClick(mouse.x,mouse.y,MODE_WALK);
}
...
} else if (button....
then instead of 'SetCursorMode(0)' you should write 9.
oh, and then change the name of the cursor 9 from 'Usemode2' to 'Walk to', and in the interaction editor you'll see a nice 'Walk to hotspot' interaction, that if you set some command to it, it will do that, and if you dont, it will just act like the default walk to mode

