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Does Player Vicinity override a disabled hotspot?

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  • The Dynamic or AnimateCursor or both?

  • And is AnimateCursor script ok (line 30?)

  • ge tthis error now:

    Assets/Sleepytime Village/Scripts/DynamicInteractiveBoundary.cs(36,13): error CS7036: There is no argument given that corresponds to the required formal parameter 'loadingGame' of 'DynamicInteractiveBoundary.OnAfterChangeScene(LoadingGame)'

  • DynamicInteractiveBoundary - try the edited again.

    And is AnimateCursor script ok (line 30?)

    It looks like the code is fine, rather the usage is the problem. It's unrelated to this thread, however.

  • edited January 2022

    This still causes no dialogue to play and objects to show that shouldn't. All variables are correct on each hotspot too.

    Would enabling/disabling hotspots in OnStart effect this?

    Would Constant ID or Remember Hotspot on these hotspots cause this?

    Once the hotspots are removed the scene works properly again and dialogue works.

    I get this error but done kn w if this effects anything:

    NullReferenceException: Object reference not set to an instance of an object
    DynamicInteractiveBoundary.OnAfterChangeScene (AC.LoadingGame loadingGame) (at Assets/Sleepytime Village/Scripts/DynamicInteractiveBoundary.cs:26)
    AC.EventManager.Call_OnAfterChangeScene (AC.LoadingGame loadingGame) (at Assets/AdventureCreator/Scripts/Managers/EventManager.cs:1777)
    AC.SaveSystem.InitAfterLoad () (at Assets/AdventureCreator/Scripts/Save system/SaveSystem.cs:698)
    AC.MultiSceneChecker.Start () (at Assets/AdventureCreator/Scripts/Game engine/MultiSceneChecker.cs:62)

  • EDIT: Ok, so i copied the scene, removed all hotspots and added a new hotspot with interactive boundary and the script, and the oddness was gone, dialogue worked. However, once I stepped out of the interactive boundary the hotspot was not interactive even though the variable was true. See video:

    https://www.dropbox.com/s/sqa1j4b3bka7rmw/HotspotIssue.mov?dl=0

  • Works for me.

    If the error that appears in your Console when you run the Litcandle ActionList is the same as the one above, it suggests that it cannot find the Bool Var Name variable. How many instances of the script are in the scene?

    I have updated the DynamicInteractiveBoundary script to report more information in the event this issue occurs.

  • edited January 2022

    Each hotspot has the script attached, so yes, it cannot find the variable:

    Cannot find variable named MidLampOn
    UnityEngine.Debug:LogWarning (object)
    DynamicInteractiveBoundary:OnAfterChangeScene (AC.LoadingGame) (at Assets/Sleepytime Village/Scripts/DynamicInteractiveBoundary.cs:27)
    DynamicInteractiveBoundary:OnVariableChange (AC.GVar) (at Assets/Sleepytime Village/Scripts/DynamicInteractiveBoundary.cs:37)
    AC.EventManager:Call_OnVariableChange (AC.GVar) (at Assets/AdventureCreator/Scripts/Managers/EventManager.cs:609)
    AC.GVar:set_BooleanValue (bool) (at Assets/AdventureCreator/Scripts/Variables/GVar.cs:745)
    AC.ActionVarSet:SetVariable (AC.GVar,AC.VariableLocation,bool) (at Assets/AdventureCreator/Scripts/Actions/ActionVarSet.cs:291)
    AC.ActionVarSet:Run () (at Assets/AdventureCreator/Scripts/Actions/ActionVarSet.cs:148)
    AC.ActionList/d__41:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:429)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
    AC.ActionList:ProcessAction (int) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:379)
    AC.ActionList:ProcessActionEnd (AC.ActionEnd,int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:581)
    AC.ActionList:EndAction (AC.Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:540)
    AC.ActionList/d__41:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:494)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
    AC.ActionList:ProcessAction (int) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:379)
    AC.ActionList:ProcessActionEnd (AC.ActionEnd,int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:581)
    AC.ActionList:EndActionParallel (AC.Action) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:663)
    AC.ActionList/d__41:MoveNext () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:490)
    UnityEngine.MonoBehaviour:StartCoroutine (System.Collections.IEnumerator)
    AC.ActionList:ProcessAction (int) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:379)
    AC.ActionList:BeginActionList (int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:346)
    AC.ActionList:Interact (int,bool) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:247)
    AC.ActionList:Interact () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:210)
    AC.ActionListEditorWindow:TopToolbarGUI (bool) (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:1115)
    AC.ActionListEditorWindow:OnGUI () (at Assets/AdventureCreator/Scripts/ActionList/Editor/ActionListEditorWindow.cs:240)
    UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:189)

    You can see in the video that the variable MidLampOn is true, so I don;t understand why the script is not seeing it? Does it need to be Global variable?

  • Does it need to be Global variable?

    The script looks for global variables, yes. But you can change this by replacing "GlobalVariables" with "LocalVariables".

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