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Using 'stop moving' on inactive player character also stops active player character

Hi everyone - thanks for stopping by.

Windows 10 (auto-updates so fairly up-to-date)
Unity version 2020.3.22f1 Personal
AC version 1.74.5

I have a character in my game that walks around and is there to be clicked on by the player to get hints. He walks to and from defined points within any given scene and teleports to different scenes on arrival as appropriate (e.g. going through a door). He stops walking at random to have a little think (running a thinking animation). I've used the technique described in (I think) the manual where he is set up as an inactive player character rather than a NPC.

The problem I'm having is that when he stops to have a little think while in the same scene as the active player, the active player character also stops moving if they are moving i.e. the active character's current action is cancelled.

The following image is the AL that runs in the background when his controller AL triggers him to stop moving and start thinking.

https://imgur.com/NxcFmXW

Character settings in the Settings Manager are as follows.

https://imgur.com/8eF4z83

I'm not sure exactly what other info might be useful in this situation but this is his controller AL as it is at the moment.

https://imgur.com/ecNxE8Y

I'm pretty sure that there is a better way to achieve all of this (events?) but I'm still pretty new to all this and haven't got my head around that yet.

If anyone has any advice as to why stopping the inactive player character moving also stops the active player character, then I'd really appreciate it. I expect that further info will be required so please just ask if so.

Comments

  • edited February 2022

    Sounds like a bug. How is the active Player moving at the time this occurs? Is it due to the point-and-clicking on the NavMesh, moving towards a Hotspot in order to interact with it, or both?

  • Both of those are affected.

    I'm using 'straight to cursor' with 'mouse clicks default functionality' enabled and I don't recall any 'straight to cursor' movement being interrupted, only when using point-and-click navigation or hotspot interactions.

  • As a test: open up AC's ActionCharMove script and replace line (around 95):

    if (runtimeChar.IsPlayer && KickStarter.playerInteraction.GetHotspotMovingTo () != null)
    

    with:

    if (runtimeChar == KickStarter.player && KickStarter.playerInteraction.GetHotspotMovingTo () != null)
    

    Does that resolve it?

  • Yes, sir - 10 minutes of testing is suggesting it has fixed the issue. As always, @ChrisIceBox, many thanks for the incredible support.

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