Hello again!
I've got another problem and it's again QTE. I'd like to create a QTE sequence that requires from player button mashing, but I'd also like to reduce progress in time with slower speed, so player has to mash the button to overcome reduction of progress.
Is there any way to solve this problem without using custom scripts?
Right now I have sequence that uses global variable and adds 1 on input and also reduces one when there is no input, but that is not exactly what I want.
One more thing: how to visualize the progress onto the bar - right I don't know how to connect both my sequence and progress bar.
I'm using Unity 2017.1 and AC 1.59
Comments
However, I've discovered a UI issue with the Action that prevents the "cooldown time" from being set correctly. I'll include a fix for this in the upcoming v1.59a update.
I'll again issue a fix in the next update, but you can make the small tweak necessary in ActionQTE, line 214. Replace:
cooldownTime = EditorGUILayout.Slider ("Cooldown time (s):", cooldownTime, 0f, cooldownTime);
with:
cooldownTime = EditorGUILayout.Slider ("Cooldown time (s):", cooldownTime, 0f, duration);
Hi Guys, old thread, but I noticed that when setting the duration to 0, there's no option to set cooldown time above 0. This would be useful for having a 'forced' QTE that you have 'unlimited' time to solve, but where if you're slow to tap, the taps decrease over time, reaching 0.
In the same script I mentioned above, replace:
with:
You can then enter "Infinity" into the box to have it last forever.