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QTE Help

I saw this post from a while ago and decided to try out the script Chris gave to help randomise the QTE buttons but i can't really get it to work? I'm not sure what i'm missing here.
https://adventurecreator.org/forum/discussion/10455/quick-time-event-issue

https://imgur.com/a/Iwsdyvr

https://imgur.com/a/X7GWkYz

https://imgur.com/wd6B3Fz

The text for the QTE changes to Down for the first action but then doesnt do anything for the next one.

Comments

  • I can't recreate the problem, and I see no issues with the settings.

    Does it change to Left if you swap the two QTE Actions around?

    What are your AC/Unity versions, and what are your QTE Menu's properties?

  • edited August 2023
    If I swap them around, the text does say Left but then nothing happens after that despite pressing the buttons.

    My unity version is 2021.3.27f1 and AC is 1.78.2

    My "qte" menu is just a simple unity ui prefab menu. Everything is unchecked except Always fit on screen, Appear type is set to Manual, No actionlists when turn on or off and the linked canvas prefab is the one I showed earlier.

    I'm not even sure if this is a menu problem or just input problem? because nothing happens when I click the first key. You would think that if it's just the menu not working then clicking Left then Down or vice versa would still give you the "You win" dialogue but it's like I'm not even pressing anything at all. The "Left" text just shows on the screen for 4 seconds and then goes away and normal gameplay continues
  • edited August 2023

    the text does say Left but then nothing happens after that despite pressing the buttons.

    Is the issue that the second QTE does not run, or that the label does not correctly update? You can test this by having the second QTE run even if the first QTE fails, which can be done by having the first Action's "If condition is not met" link to the second.

    Do you have the inputs Down and Left defined in your Input Manager? Share screenshots showing their definitions if so. If not, they will need to be listed for the QTE to be able to react to them.

  • edited August 2023

    Okay, if i link the first action's "If condition is not met" to the second action, they both show up. So Down shows after left and vice versa.

    These are my input definitions
    https://imgur.com/iwlKIHN

    https://imgur.com/fOzrcn0

  • All looks OK. If you remove the "not met" condition sockets again, but also uncheck Wrong button fails?, what happens?

  • It shows left for the entire duration of the qte action but nothing else happens. It doesn't change to down when it's duration ends, it doesn't fail if I click the right button instead of left and it doesnt change to down if I click left. it's like I'm not pressing anything at all
  • Your "left" input is mapped to the left-arrow key - not the left mouse button.

    If you want to map it to the left mouse button, set the Input's Positive Button to "mouse 0".

  • edited August 2023
    Oh it's not the left mouse button I want, it's the arrow keys themselves, which is why I just have it as "left" and "down"
  • If you're pressing the keys, it should work - at least, I can't see any reason why it wouldn't.

    You've set to use the Input Manager in your Project settings, as opposed to Input System?

  • Yes, I don't have input system installed at all
  • Okay, for some reason it works now? I don't know why but me pressing the arrow keys actually does something but now there's the issue of the second qte action not running regardless of what I press.

    So since "Left" is first, when I press left, the actionlist just ends and doesn't go to "down". It does the same if I connect the left qte action's "if condition is not met" to down. The second action doesn't run, it just ends the actionlist.

    I also noticed that if I kept running the cutscene the qte is in over an over, sometimes pressing left would just end the actionlist but sometimes it seems like actionlist just speeds itself up? Like it would show left and then when I press the key, it would show down really quickly for like a second and then the actionlist would just end. That happens like once every 6 tries
  • This is with "Wrong button fails?" still unchecked?

    All sounds very odd. In both Actions, clear the Menu to display (optional) fields, and instead rely on ActionList: Comment Actions to get feedback on which branches get run. Does that alter anything?

    If not, I may need to see it for myself, as I really can't reproduce the issue. If you can create a .zip of your Managers, the scene with the Actions, and your project's ProjectSettings folder, PM it to me and I'll take a look.

  • Okay so I remade the entire cutscene with "wrong button fails" unchecked and the qtes run perfectly.

    The issue I described earlier now only happens when I check "wrong button fails". Only the first qte plays no matter what button I press or it just speeds through the rest of the actions in the qte in about a second.

    I wasn't sure how to use the " Actionlist comment " so I put one after each qte action to see if anything came up after I pressed a button and it was still the same. Ill pm you a zip of the things you asked for
  • Thanks, with this I've found the issue.

    Open up AC's PlayerInput script, and look for line 1603:

    return Input.anyKey;
    

    Replace with:

    return Input.anyKeyDown;
    
  • It works! Thank you Chris!

    Now to just remember to add this whenever I wanna use qtes in a project unless it gets added in during the next patch. But seriously, thank you!
  • This is a bug, and will be fixed in the next update. The above is just a temporary fix for you in the meantime.

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