u5.3.5,ac1.51g
the situation:
I have an AC.Cutscene (ActionList) that starts a conversation.
Each Dialoge Option triggers a different Director.Cutscene.
A friend tested my game and didn't like that he wasn't able to skip the director cutscenes.
how:
So I made a UI Button which calls the "Skip" Function of the AC.Action that triggers the Director cutscene in the dialogue option. (a global delegate reference to "Skip" is set when run)
the expected:
So the behaviour that would be nice is: the director cutscenes skips (works as expected) and return to the conversation.
the problem:
It does return to the conversation after the full length of the cutscene because the wait until is checked --> returns the duration float.
if I uncheck the "wait until" then 0f is returned and the conversation appears although the cutscene is running (not desirable).
the question:
What could I do to make a director cutscene started by a conversation skippable, so that it returns immediately to the conversation, but also hides the conversation until the director.cutscene has finished when not skipped?
Before I create wild constructs and code with locking and unlocking menus i thought I better ask here this time
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