Yes! This script gives much more stability, thanks again Chris!
I also start to believe that the axis on the d-pad of the Xbox One S controller might use the same for both vertical and horizontal. The only input in the input manager that is using t…
Thanks Chris! Just a quick up date: i got the script/component working and I can at least browse through the items. Only problem now is dat everything is extremely finicky and unpredictable (items sometimes jumps two at a time, up becomes left, righ…
Also a thought: maybe their could be an Adventure Creator custom actions forum section where people can post and share custom actions they created succesfully?
Okay, that makes sense! I am so used to Unity handling renaming pretty well that I never stopped to think about this process. But I got it to work!!! Thanks @ChrisIceBox and @Keks for your patience and help with this :smile:
For my next problem wh…
Okay... :s
So I managed to get the action added to the inventory category and got the script to run through the Active Input manager. As I had not yet changed the menu name and the element name in the script I decided to rename the custom action to…
Not scared! I would love nothing more than to have the time to learn some basic coding. But between full time game dev job and doing art, game design and music at the side I am so glad there are tools like Adventure Creator and Playmaker that give m…
Working on it! :) But honestly I wouldn't know what to do with that code, got zero coding skills so changing scripts makes me incredibly nervous. If I don't get it to work I will update this thread but also ask one of my programmer friends to help.
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Okay, I'm gonna give it a try! If I don't succeed is it okay if I lay out my plan/wishes for handling inventory UI and maybe you can give me a suggestion for how to set it up without any need for coding if possible? I would be happy to compensate yo…
Problem is that when I use the Menu: Select element action it highlights the box but as soon as I start moving with my character it jumps to one of the scroll buttons. The weird thing is that the scroll inventory buttons don't need to be highlighted…
Thank you for helping out! Because I have barely any coding skills I am anxious to implement your solution for not really overseeing the consequences. But please do not consider me ungrateful because I am very grateful for you spending time trying t…
I have no need of running other inventory interactions because the other inventory items only influence conversations or certain cutscenes. I intend to let situations check if I have a certain item and change the outcome accordingly.
The standard A…
Hi Keks! Thanks for helping :smile:
Because treasure maps only have one function (being looked at) I made one action list (that spawns the map, handles the animations and switches the camera pov) and assigned it to both the examine and use slot. Pr…
Got it to work! I never intended to use an Up/Down animation so never provided the animator with these animations which prevents it from animating the character all together. Such a dumb mistake :\">
Hi Chris, thanks for the reply! I hope to have some time to try this out this evening, although I am a bit anxious to start copying and pasting stuff in your code for it is all magic to me ;) But hey, I did set up GIT so I can screw stuff up! I'll g…
How did you reset the whole saveslist? I have this warning as well and figured I could resolve it by deleting/resetting the local save files but I don't know how or where...
Okay, so I had a 'remember visibility' component and a 'remember animator' component on the same object which probably caused the error cause since I removed the 'remember animator' scene switching works again as expected. So is it impossible for an…
Hi @ChrisIceBox !
Because I didn't want to refactor the previous problem cause the work around I made works for now, although not nice and ideal, I created another case where I want to make an object visible that is turned invisible from the start o…