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Trouble With Triggers & Character Move To Markers

Using a 'Character' Node set to 'Move To Point' and assigned a destination marker works flawlessly for Hotpots.

The same does not work successfully when the same workflow is applied to a Trigger. Thoughts? What should I be doing instead to move the character to a specific point upon entering a trigger?

Comments

  • Welcome to the community, @MindCreatesMeaning.

    If you're dealing with a Player character, and using Direct control for your Movement method, then gameplay must be blocked in order for AC to control their movement using Actions.

    An ActionList's When running field determines whether it blocks gameplay or not.

    The source of the Actions (Hotspot / Trigger) shouldn't affect things, but you will have to make sure that Wait until finish? is checked in the Action if there are no other Actions that follow it.

    If this is already the case, share screenshots of your Trigger / Actions / Settings Manager and I'll try to see what's what.

  • I am working with a 'Player Character' (Tagged & Layered as 'Player').

  • edited August 2022

    Thank you. Is the second image of the Trigger's Actions, or the Hotspot's?

    A useful tool when debugging is AC's "Status box", which can be enabled from the bottom of the Settings Manager. When enabled, this will list your game's current state, and any currently-running ActionLists, in the upper-left corner of the Game window.

    As Wait until finish? is unchecked in the first Action, the ActionList will not wait for the character to reach their destination before running the second Action. It will also cause the ActionList to end once that speech has finished displaying - even if the character has not yet reached their destination.

    You will need to check this option if you want to ensure that the ActionList run (and so gameplay is blocked) for the duration of the Player's movement. With the Actions ordered as they are now, this will also cause the character to hold off until they reach their destination before speaking. If you want to avoid this, you can either swap the Action ordering, or precede both with an ActionList: Run in parallel Action to create two independent chains of Actions that stem from it.

    Regarding your Player character: it's not necessary to Tag/Layer them, the presence of a Player component will be enough. It's also not strictly necessary to assign them as your Player prefab in the Settings Manager. Doing so will have AC spawn this prefab into the scene automatically if there is none, but any "local" Player object in the scene file will override this.

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