Hello!
I am trying to do a bit of an unorthodox thing (maybe?) and I'm trying to see if I can achieve it with pure AC functionality (i.e without writing any custom scripts).
I've got a scene where a couple of scripted events need to happen on a timer. Roughly the flow in the scene is like this:
- Play scene intro cutscene
- Start a 60 second countdown
- Let the player play/interact with the scene during that time
- When the countdown ends interrupt/override normal play and run some actionlist/cutscene
The way I thought about doing this is to end my OnStart cutscene with an Engine: Run in Parallel Action which triggers an interaction called "Countdown"
The Countdown action has a Wait action which after 60 seconds* sets a scene variable called "SceneFlow" to a new value (say Phase2)
Then in my OnVarChanged interaction I check for when SceneFlow has been changed to Phase2 and when that happens I run the corresponding interaction
This "almost" works apart from the fact that my Countdown interaction does not actually run "in parallel" i.e. it actually blocks gameplay. So the sequence of events happens correctly however when the countdown is running the player can't actually interact with the scene.
How can I fix this? Am I going about it the right way? Is there a better way to do this sort of thing?
Thanks!
*sub question: is there a way to increase the Wait action value to beyond 10? right now to do a 60 second wait I have to sequence 6 Wait actions back to back.
Comments
And by increase more than 10, you mean the run in parrallel? If so yes, find the ActionParallel scrip and modify line 66 to:
However, i think that set to high, then it may slow down scene load - Chris can tell you canfirm if this is the case.