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Thanks, once you get this fixed please let me know

Hello, sorry this took a bit but I believe I've found compatibility. 

Keep in mind though that this fix will override the functionality of QInput for the key bindings used for the Active Item System. So don't double up and use the same key for bindings between plugins.

You will have to make sure the Active Item System plugin is located below QInput inside the plugin manager.

I'm sure this will require some testing and currently there is no compatibility for the dev mode. But if you wanted to use dev mode simply enable dev mode and then disable the QInput plugin to use dev mode and then disable dev mode and re-enable QInput.

The file is uploaded to the store page which you can now download.

Ritter_ActiveItem_System_QInput_Compatibility.zip

Good luck! I hope this solves your issues!

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Thank you, I'll download it and as soon as I have some time and test it, I'll get back to you to let you know if it worked or not

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I tested it here at home and the problem persists. I'll send you the link to the QABS I use (An ABS system) to see if you can solve it

https://drive.google.com/file/d/1MvpLPaXa_v-uONnA8zAvaqoUvJkKMGkD/view


https://quxios.github.io/plugins/QSprite

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can you show me a screenshot of your plugin parameters?

I've downloaded the QABS master demo and got this plugin working within that demo project.

https://github.com/quxios/QMV-ABS-Demo

It's possible you have the "Use On/Off Switch" Parameter set to true and do not have the assigned switch set to true which may be causing this plugin not to function. If the plugin isn't properly configured then it will not function as expected.

The Use On/Off Switch parameter is meant to assign a switch to enable/disable the Active Item System, so that you can have areas where the active item system is disabled. If you have this parameter set to true then you must assign a game switch id in the following parameter and make sure that switch value is set to true.

right, this is the print of my plugin parameters

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okay so in your plugin parameters where you have the Use On/Off Switch, you have that set to true, but the Switch ID is set to 'E', this isn't right. This must be a switch Id # from your game switches. If you're going to use the 'On/Off Switch' you have to assign a switch ID and make sure that switch is set to true, otherwise if you just wanted to check if the plugin is indeed working you can set the 'Use On/Off Switch' parameter to false and test it. As long as this parameter is set to true you must assign a valid switch ID # to the Switch ID parameter and ensure that switch is set to true.

Let me know if this helps fix your issue because as it's currently configured the plugin would not function.


Edit: One other potential issue i'm seeing is your active items are '278'  unless you're just trying to test with one single item which is Item ID 278 in the database. Keep in mind these IDs should be separated by a space. 

ex: 2 4 6 8 10

I tested this week in every possible way, but it didn't work, this appeared

my parameters

hello again, as far as the error message you're seeing ... without more information here I don't have enough to go on. If you could provide me with a screenshot of the console (pressing f8 when you get that error) and explain what you were doing when you got that error I might be able to assist.

And for your parameters, do you have a game switch #278  that is set to true while testing?
if you assign 'Use On/Off Switch' to true you must assign a game switch ID in the 'On/Off Switch ID' parameter and ensure that game switch is set to true. running an event or common event which uses 'Control Switches' and sets switch #278 to true.

is there a usable item in the database that is also id #278? typically users would have a few to a bunch of items listed in the 'Active Item IDs' parameter.
Example: 2 4 6 8 10
each ID separated with a space.

you also have 'Use Image Files' set to true. Do you have an image named '278.png' inside your pictures folder?
If you prefer to use icons, at least for testing, try setting that to false.

Also from my testing with the QMV master demo the keys q and e seem to be in use already by that plugin, are you looking to override those buttons? because my plugin after the latest patch would override the bindings set by QInput.

Hi again, do you have a demo project for the plugin so I can study? I'm not able to use