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QTE Action (Single Keypress) – Wrong Button Fails not triggered

edited August 12 in Technical Q&A

Hello,

When using the Action: Input – QTE with QTE Type = Single Keypress and Wrong Button Fails? enabled, the QTE correctly fails for unrelated inputs. However, if the Positive Button is set to the same key as **InteractionA **button (as defined in AC’s Input settings), pressing it does not register as a wrong button, and the QTE does not fail.

Reproduction Steps:

Create an ActionList with an Action: Input – QTE.

Set QTE Type to Single Keypress.

Assign the Positive Button to an input (e.g., Jump).

Enable Wrong Button Fails?.

In the AC Input Manager, ensure **InteractionA **button is assigned to the same key as the QTE’s Positive Button.

During gameplay, press the key assigned to InteractionA when it is not the required QTE button.

Comments

  • Thanks for the details. What's your AC version? I'll attempt a recreation.

  • Latest AC version 1.84.3
    Using Unity 6000.027f1

  • Hi Chris, did you manage to recreate it ?

  • I did, apologies for the delay.

    In PlayerQTE.cs, replace line 353:

    else if (wrongKeyFails && KickStarter.playerInput.InputAnyKeyDown () && KickStarter.playerInput.GetMouseState () == MouseState.Normal)
    

    with:

    else if (wrongKeyFails && KickStarter.playerInput.InputAnyKeyDown ())
    
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