Here ya go!
(Image)
Also, a few of the newer settings that were from the latest update (delay, timing, etc), I haven't touched them, but this issue was going on since before that update.
The mouse operates exactly how expected. Click once while sc…
Yup! I found that last night, and hooked it up to one of my "DoNotDestroy" prefabs that survives scene changes.
I tried hooking it up to a static scene object, but the object wasn't initialised (I was using OnStart) in time to catch the ho…
I figured I'd have to do something like that. Thank you for confirming.
I currently have "Load when click on?" turned off so I can have a "Confirm" dialog for Loading games. I'll have to find a different way of running ActionLis…
Ahh, sorry. I wasn't reporting a bug, I was just wondering if there was a way to stop the Save window from turning itself off.
Even after a successful save, the window is turned off. My other menus are still there, that's fine. I just want the save …
Gotcha!
I figured as much for the labelling, but it's always nice to ask.
And, good to know about the Scene Attributes!
Thank you so much for your input!
Sorry, yeah I meant in the Editor, not at Runtime.
Thought as much, about the prefab for loading. I saw you kinda did that as well but I just wanted to make sure before I went too deep.
Thank you!
Oh, no, it does! I just thought I might have put it in the wrong place, or could have done it differently, as I am not intimate with the entire Adventure Creator code.
Awesome. I'll just leave myself some notes for when I upgrade to put that hack b…
Ah, I meant having to add Menu: Check state's for each menu, if I have a lot of them. I only need one script.
Thanks though! And have fun in Unite Europe!
Awesome to hear about events for scene changes!
And as for the menu opening thing... I played around a bit, and I think I have something.
I made an "extra" Inventory menu named OpenInventory that only reacts to the button press I want it t…
Slight amendment to the locations of two KickStarter calls above...
The second KickStarter.eventManager.Call_OnStopSpeechScroll(speaker); around line 352, I forgot to take into account that sometimes the scrollAmount would be exactly 1f, so it would…
Okay! Well, I've gone ahead and made myself these new delegates and set them up. I think I found the appropriate spots. If I've missed any, feel free to add more.
First, open up Scripts\Managers\EventManagers.cs
Goto line 63, or directly after the…
Err, yeah. I looked into it before. In all actuality, that wasn't what I was piggybacking off of ActionSpeech for initially. It came up, because I was getting an error regarding the In-Game AC Engine's lip synching function.
I was basically wanting …