So, if Hawke is my currently controlled character, I open the inventory, switch to Isabela, and use my item (which activates my ability, which runs my script that uses GetMainControlled as its target), it acts as though Hawke had used the item, not Isabela.
Is there a way around this?
Second question - Is there a way to make a useable item re-usable? That is... an on-use item that is not consumable? What's happening currently is that if I use the item, it remains in the inventory, but it can't be used again. Any new instances of the item I acquire while it's still in my inventory are also unusable.
With items I want to be consumable, we (read: hoorayforicecream) added a line to remove the item into the ability script. With this new item that I'd like to be re-usable, I'm doing the same, with an added line to add a new copy of it after removing the old one. The is works well enough, but is hacky, and causes a "new item" alert every time the item is used.
Tangential question: is there any way to get an item to activate while still in the inventory, as opposed to forcing the player to exit the menu and unpause for the ability to run?
Modifié par ishmaeltheforsaken, 19 août 2011 - 11:36 .





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