Hey ClockworkOcean. Thanks for the help with this Myst style interaction. I’ve been trying to do this or rather, decide for the last three years which way the game should go, either free look or point and click. I did check out your game Zof and that’s essentially what I’m trying to make but with a narrative. Awesome job on that. That’s what I’m striving to achieve. Mind if I shoot you some questions about puzzles and things when I’m at that point?
Hey there. So I followed a tutorial online that was one of your suggestions actually which was creating a blueprint with a camera in it and placing it around the map. In the tutorial (https://www.youtube.com/watch?v=pLRHACUuyHQ), an array is used for the cameras so that you can go forward and backward (using a button on the screen).
The issue with this is that like Myst, I’d like the player to be able to turn the camera around in different directions so they can presumably go in the opposite direction. This and when the camera goes backward, it seems the index for the array is being subtracted less than 0 and so the player is going into the ground and there is an “Accessed None” error when going backward past the array, even though there is a validity check. Wondering if you can give me some guidance on this. The only way I can think of this working is adding some more ‘hidden buttons’ on the sides of the screen and having the cursor change when hovering the mouse on them. Thanks.
Glad to hear you’re hanging in there
The error that’s on the screen for a microsecond in the video, is key.
You’re trying to get something from the array, that doesn’t exist. It’s coming from here
Some of Ryan’s stuff is a bit ‘off the cuff’. Check last index would be most concisely stated as
I think your problem is coming from having these two nodes the wrong way around
Try swapping them, and see what happens
UPDATE: I just spent quite a long time looking at this. There are some issues with the tutorial. If you want to be able to look around like in Myst, you’ll need to place two copies of each camera, facing in opposite directions, at each point. Quite a fiddle.
If you want to be able to look around freely, then the whole thing probably needs redoing with a line trace, instead of click control. But then, you won’t need to keep track of the cameras.
If you can be very specific about how you want the movement to work, I can help you out, but we really need to set the goalposts correctly first
Thank you for responding and spending the time to look at the tutorial.
So I made the changes you suggested and the error disappeared however the character is still going into the ground when I hit backward from the starting point. I assume this is happening because the index is being subtracted from the array?
I jumped into Zof again and I also checked out the Riven remake and now I’m confident that free look is the way to go. I think I initially wanted to implement a point-and-click mechanism so I could guide the player to see what I wanted them to see but I think that clues can be placed in the world to help them solve the puzzles so it’s a moot point.
I think having a few puzzles that are point-and-click would work but the entire game would flow much better if free look is implemented from the start.
If I wanted to “focus” on the puzzles available in the world, could I have the mouse cursor change while hovering on them and then maybe do a view target with blend to zoom into them and cancel the rest of the world input?
I do totally know what you mean about the interface.
With the old style Riven/Myst interface, you can present exactly what you want to the player, and it’s more like art. Free look, does sort of excite activity in the brain, or something, which detracts from the stillness.
There are still ‘stills’ games on the way, for instance
As far as the interface goes, again, you have to jump one way or the other. If you have free look, then the mouse will not be visible. You basically make a ‘dot’ at the center of the screen, so the player knows what they’re looking at
If you make the dot with a widget, then you can change it on ‘mouse over’ so the player knows an item is interact-able
That’s what I did for Zof.
Alternatively, you can highlight things with a post process
This is what I’m using in Zof2
You can always skip all this for now, just the white dot in the middle of screen is enough to get going, and only takes a few minutes. The rest of this sort of thing is really the icing on the cake at the end…
With the old style Riven/Myst interface, you can present exactly what you want to the player, and it’s more like art. Free look, does sort of excite activity in the brain, or something, which detracts from the stillness.
Exactly this. The world feels too still, too “dead” for my liking.
Neyyahh is a nice looking ‘stills’ game. Can’t believe Microprose is still publishing, that’s great!
That interact dot is the perfect way to start, thanks for this. I’ll definitely add some highlighting once the puzzles start to take form. Thank you, appreciate all your help.
Hi there I am working on this project using this. I have still had nothing but problems using this. I can finally get the movement to do the Rotating in the game but when I try to get the movement to go forward nothing happens. I have the marker blue prints in place. But nothing happens and I am unable to move forward. I am not sure what I am doing wrong.
(also sorry for the extremely late reply I been really busy )
Are you trying to use the Camera system?
Ok so I implemented the dot (large circle in my case) and it seems to be working for hovering. The only thing is that when I move the cursor rapidly back and forth on the hovered object, it seems to blink twice. Is this because it’s still taking time to fade out after the cursor is removed from the focused object? Would some kind of time delay remedy this?
I don’t know how you decided to implement it…
Is it a widget?
I think you’re using a timeline perhaps? ( or a widget animation ). And that will always need time to play.
yes i think i am trying to use the one that i was shown it works in the demo that i was given but moving it to a different level doesnt work the same way or at all
You know exactly what is happening, ha. Just changed the delay time for the fadeout. Thanks!
Different level or different project?
If I’m understanding you correctly, are you talking about a differently loaded level within the same project? It should work fine in that. For another project, it may be missing some references to the variables that were specified in the original project.
Sorry no , I had no idea what was happening…
Oh sorry, ha. I meant for the duration for the animation which was showing a double interact dot. As you said in a previous post, the timeline will always need time to play so I just modified the time so that it ended and didn’t repeat.
Good to see progress. Keep going
Ok so the Interact dot is working how it should and I added the Interact Interface to the objects I want the dot to show up on.
I have a door and I’m trying to make it just turn 90 degrees when I press the interact button “E”.
The code is in the Door Event Graph. When I hit “E”, nothing happens. However when I place the same code in the Level Blueprint, the door turns regardless of the interaction dot (I understand why this is happening as I’m just assigning a button the action) but this defeats the purpose of interaction ha.
So you’re calling the interface ‘interactable’ on the actor, so that’s what should be here
Not, IA_Interact, but the other end of the interface call.
If I replace the IA_Interact input with the interface call, then the door activates when the line trace hits it. How would I use the IA_Interact Key to open the door instead?
I understand that the interface being empty means its basically a property we’re checking if it’s added to a blueprint and if so, it enables the dot to appear on said blueprint. If I want to make the Interact button open the door, shouldn’t I be able to add it to the end of the existing line trace as its already met the conditions?