Is it possible to control the appearance of AC-based UI elements with ActionLists? For example, I want a message to appear when my speech prompts finish typing their dialogue indicating that the player must click to continue to the next message. However all I can do right now is have that prompt at the bottom at all times, and the player might accidentally skip before the dialogue is finished, maybe during a wait token. If I create an ActionList for SubtitlesOn, the prompt doesn't display until after I've already clicked to continue, rather than right after the text finishes typing.
Comments
You can use the Menu: Change state Action to show/hide elements within a Menu. You could therefore create a "Click to skip" label element in your Subtitles Menu, or create your prompt in a new Menu - provided that you also set it's Appear type to Manual, you can control it's display also with Menu: Change state.
Adjust your Menus to suit, and then create the relevent Action in a new ActionList, making sure to set it's When running field to Run In Background, so that it doesn't interfere with anything else.
It will then be a case of running this ActionList at the correct time. For very specific cases like this, AC has a custom event handler which allows you to run code when certain things occur - see this tutorial for more. In this case, you'll want to use the OnEndSpeechScroll event, which is called when a scrolling subtitle line completes its scrolling, and have it run your ActionList at this time.
Something like this ought to do it.
Paste it in a new C# file named RunActionListWhenScrollingEnds, put
it in your scene, and assign the "My Action List" in the Inspector.