I'm making a visual novel with adventure game elements and exploration. About 80% of the game is cutscenes (Dialogue: Play Speech and Conversation choices, with the other 20% controlling a player character and interacting with NPCs and puzzles.
It dawned on me today that I can't save during a cutscene (whoops!). Is there a workaround for this? I thought** "Clickable in cutscenes"** in the Save menu would solve the issue but nope! Do I need to redo these dialogue scene action lists...?
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I think I figured it out. In the cutscene's Inspector under Properties I set the "When Running:" form to "Run In Background" and it gave me the freedom I needed.
Now the issue I'm running into is the dialogue don't display forever until user skips them.
Be caredul with this adjustment - AC prevents saving during cutscenes on purpose, as the state of ActionLists (and that of objects being affected) can't be guaranteed to be properly recorded within the save data.
That'll be a byproduct of the ActionLists now running in the background, since their display no longer blocks gameplay. I would recommend reverting this change and looking into other options.
I read that the state of action lists could be saved using “ActionList: Pause or resume.” Could I leverage this somehow?
I’m open to suggestions.
I do have Dialogue System as a plug-in but I’ve never used it before and it’d be a shame if I had to redo all the writing!
I’m also using unity 6 LTS and AC 1.82 if that helps.
Possibly. How are your dialgoue sections arranged? A series of separate Cutscenes for each section, or are you relying on ActionList asset files?
I use a series of separate cutscenes for each section.
Firstly, you'll need to make a correction to AC's ActionListManager file. Open it up and replace its LoadData function with the following:
(I will make the same change to the next release)
Next, you'll need to bypass AC's save Action in favour of a Button that runs a custom script to save. Test this out with a simple menu named SaveTest, and a Button named Save, set to appear during Cutscenes and "Clickable during cutscenes".
Set the Button's click type to Custom Script, and then attach this to the scene:
Assign the Cutscenes you want the save to work for in its Inspector. Clicking the Button should then save the game in the Autosave slot, and loading this file should restore the state of the cutscenes involved.
This is more of a test than anything, however, so just see how things go for now.
Is the CustomSave script dependent on the adjustment to ActionListManger change?
I'll admit I'm a little green around the gills when it comes to anything non-visual scripted, but I ran into this after tweaking the ActionListManger file.
https://imgur.com/a/AMUCZ51
Maybe I did something wrong? In order to get everything running again I restore the ActionListManager with a backup I made.
Oh dear, I do apologise.
It's actually the ActiveList script - not ActionListManager, sorry about that.