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Trigger and Player walking

Hi,
Ive been following the 1st person instructions on the web.
One small omission seems to be that the first person script needs to be added to the camera you create and child to the player.

But here MY question. I have a  trigger area, in the center is an NPC, when you enter, I switch cameras and go to a dialogue. However my player continues walking!
Even If I take my finger off W. He continues walking tilll the dialogue is over in which case we switch back to the game cam and find ourselves somewhere odd..

Do I have to explicitly TELL the player to stop walking, or have I done something wrong, or is it a bug?

Mark

Comments

  • edited May 2015
    Thanks for the alert about the tutorial omission - can't believe I missed that out..

    I can't recreate your issue from what you've described - placing a Trigger down in First Person mode will stop the Player from moving if the Trigger is set to Pause Gameplay.  What version of AC and Unity are you using?  Please post any screenshots that you think are relevant.
  • Im using AC 1.45a and Unity4.6.3f1
    Not sure what screenshots you need really... Heres the trigger..image

    And heres the player
    image

    If you have any clues Id be grateful.. but its all a bit crap now, cos I have another problem.. that was working yesterday.. DOH... NPC walks on a path, but now animation dont play, but if I turn off the NPC script they do... all works fine..
    So... not sure what to tackle first now...


  • On more thing,... it does it with TinPot too...So I dont blame my player...
  • So I re-made my player character from scratch, and it worked.. so I dont know what I missed out... another example of somthing suddenly working or not working for me in Unity without me knowing why..
    *sigh*

    ... so... never mind.
  • The screens you've posted should be enough for me to look into the first problem, thank you.  I will investigate and get back to you in this thread.  For the NPC problem, please post in a new thread - again with full details + screenshots, and I will help you there as well.
  • OK.  This is fixed for 1.46, and in the meantime here is the tweak to make:

    Open Player.cs, and change line 98 from:
    else if
     (activePath == null && KickStarter.stateHandler.gameState == GameState.Cutscene && charState == CharState.Move)
    to:
    else if (activePath == null && (KickStarter.stateHandler.gameState == GameState.Cutscene || KickStarter.stateHandler.gameState == GameState.DialogOptions) && charState == CharState.Move)
               
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