Have you modified AC's RuntimeInventory script? The line endings do not match my copy of v1.70.1.
Near the top of the protected Remove function, try replacing:
foreach (InvItem item in itemList){
with:
for (int i = 0; i < itemList.Count; i++…
When dealing with a Unity UI-based Menu, AC will select the first element so that it becomes navigable - but it won't handle the navigation itself. That is left to the Button component's Navigation settings.
If you want to be able to directly-navi…
Certainly impressive - though it's my understanding that ChatGPT's data isn't "live", so it won't be able to suggest up-to-date techniques and code API.
To have an ActionList asset run when a given input is pressed, you define an "Ac…
I've added an alternative to the default Conversation Action to the wiki. This lets you define a Conversation's options within the Action itself, avoiding the need to create a separate Conversation object:
https://adventure-creator.fandom.com/wiki…
Does error 1) have any stacktrace underneath?
Errors 2 and 3 are related to custom Actions. Create a new thread and share the code, and I'll take look.
Cosmetic changes aside, I'm not sure I understand how your explanation differs from the intent of the above script.
The script won't affect the Hotspot - so you can set your Hotspot's Use interaction to ignore anything to do with Inventory. The sc…
So far as I understand it, you're not technically limited to preloading one scene at a time. However, it's not possible to then "forget" about a preloaded scene without that scene being opened.
If you're looking to preload as a way of sp…
The ConstantID script has a series of GetComponent static functions that return a component based on a given ID number.
Example:
Hotspot myHotspot = ConstantID.GetComponent<Hotspot> (1234);
Disabling the Cursor system with the Engine: Manage systems Action doesn't hide the cursor - it prevents AC from affecting it at all.
If you use Software rendering - which AC manually draws each frame - this will be enough. For Hardware rendering,…
Thanks for clarifying. This sounds like the right approach.
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A script isn't necessary for here, parameters should be enough.
Create an Inventory Item parameter, and begin your ActionList with an Inventory: Check selected Action. Check for…
Not Journals - but Documents, yes. An InventoryBox element can be set to display Documents, in which case it'll show all Documents "carried" by the Player.
It should just be a case of casting the UnityObjectValue to an ActionListAsset:
_invActionList = (ActionListAsset) invInstance.InvItem.GetProperty(2).UnityObjectValue;
So that I'm understanding correctly: an Item has a "Use" interaction, but you'd want to override this when clicked if you're over a Hotspot, and use it with the Hotspot instead?
You'll first need to change it so that the Use interaction i…
@Rairun: Tony's advised me that the integration's been updated - but you'd need to remove the existing integration before importing it.
Essentially, though, it's just a case of moving the integration's custom Actions out of the main AdventureCreato…
Version 1.80.1:
* Added: The About window now automatically checks for updates
* Added: Parameter support for the "Hotspot: Run interaction" Action
* Changed: Action comments are now printed in the Console before the Action is run, not af…
Try this:
https://paste.ofcode.org/3a577tTRcGQQWv8LRdb8EqQ
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Set your Movement method to Point And Click, then under "Movement" settings set NavMesh search direction to Straight Down From Cursor, NavMesh search % to 0, and then Move…
Try using an Active Input - which is a way of running an ActionList when a given input is detected. The Active Inputs editor is accessed from the top toolbar.
You might find, though, that you need more control over when it can be run - e.g. when n…