labels & inventory

For discussing Thinking Worlds topics not covered in the other forums

labels & inventory

Postby Coffee16 » Sun Feb 07, 2010 2:00 pm

Hi

Sorry for the rapid series of questions. This post is two questions in one. I was studying the Catacombs educational game you have posted on your site and thought that I knew about labels and the inventory but there are two things that I can't figure out.
1) Labels: How do you make only the collected items appear in the label interaction? I see the show/hide functionality in the Custom HUD control node but not in the interaction control used for labels. I like that the label items appear as the player collects them one at a time. How is that done?
2) Inventory place: When the player gets to the Black and White Plinth how is it that the inventory and the place interaction appear simultaneously? I assume that the place screen is a custom interaction but how is it that the inventory also opens at the same time so that the player can click through their items to place the one that is showing on the plinth?
Both of these functions would be great to incorporate into the sims that we are designing.
Any pointers would be appreciated.
label.jpg
Only the collected items appear in the label interaction.
label.jpg (47.62 KiB) Viewed 697 times
Plinth.jpg
Both the inventory and a place interaction appear at the same time.
Plinth.jpg (42.99 KiB) Viewed 697 times


coffee
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Re: labels & inventory

Postby Neville » Mon Feb 08, 2010 8:13 am

Hi

Rome in Danger was produced prior to the creation of the TW authroing environment and was hand scripted. Therefore the linking of label interaction and inventory was controlled using script. As you are aware it is possible to fully contol the inventory via logic, but it is not possible to control the label choices in an interaction. This would need script.

As in my previous reply, please contact Lee Rushworth - lee.rushworth@caspianlearning.co.uk - and he will be happy to discuss options with you.

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