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Stop a QTE timer once it it started

Hi, I set off my QTE single keypress for a duration of 60 seconds, buty once the player clicks on another cutscene I call KILL the actionlist containing the QTE, however, it doesn't seem to stop it, anything I am doing wrong, need to do?

https://www.dropbox.com/sh/bl7k3jp8chlgxtf/AADic7VKQjZmumAK3SKwcUPIa?dl=0

Comments

  • Once the QTE has begun, the Action that called it only serves to await the result.

    Currently, there's no way to kill the QTE itself, but it makes sense to add this feature.

    Inside AC's PlayerQTE script, add the following beneath the SkipQTE function:

    public void KillQTE ()
    {
        endTime = 0f;
        qteState = QTEState.None;
    }
    

    That should allow you to end it by passing the "KillQTE" command to it. You can do this with the Object: Call event or Object: Send message Actions to affect the scene GameEngine's PlayerQTE component.

  • So the only problem is, my Timer QTE is in a cutscene. How do I reach it using the above example?

  • You mentioned that you were already killing the ActionList containing the QTE. Use the Object: Send message Action at the same time.

  • edited November 2021
    I can’t pass messages to what’s inside my cutscene though? This is where the QTE timer is, but I need to call to it from inside another cutscene?

    https://www.dropbox.com/sh/1bd2ojqd4kc0j2r/AAA20C7qnC3d6QIVfvfs8ZDra?dl=0
  • Did you post the right link? There's no mention of QTEs in the linked video or screenshot.

    Please also explain the situation more clearly. You have a QTE that you're trying to cancel?

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