It's an old post - Global Timers are now an official feature. They are defined in the top toolbar's Timers Editor, and controlled using the Variable: Set Timer Action.
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A bug currently exists whereby a completed Timer cannot be restarted. …
I'm unsure about an official change - I think it's a bit too specific a behaviour to make optional, and I'm unsure how a default change would be met with others.
Adding this behaviour through a custom script, however, is very simple:
using UnityEn…
It's not a complete fix, but this should do it until the next update. Open up the MenuCycle script and look for the code block (around line 778):
else if (_mouseState == MouseState.RightClick && rightClickGoesBack){ CycleOptionBack ();}…
It's difficult to tell what the issue might be from this. If you can zip up your project, PM me a link with instructions on how to see the issue and I'll take a look.
Just to confirm: is line 48 of your script the following?
backgroundMusic.setParameterValue ("AT", 2);
If so, it looks like this is an issue with FMOD (or the calling of its functions), rather than AC. I suspect the playback interruptio…
Actions run independently of one another - its the ActionList itself that determines when each of them get run.
To have two Actions run at the same time, branch them both off an ActionList: Run in parallel Action.
As this is a visual issue, could you share images of the menu/element's properties, as well as how things appear in the scene?
For full animation control, though, you're best off relying on Unity UI for your Menu - and then an Animator to control a…
A custom Action that checks the current language can be found here:
https://adventure-creator.fandom.com/wiki/Action_Check_Language
Chaining these together with Scene: Switch Actions would let you open different scenes depending on the current lan…
You don't need to set the Link to to Custom Script in this case.
Try merging your Start and Awake functions, and making sure the script is only running in AC scenes:
void Start(){ MGActive = AC.GlobalVariables.GetVariable(8); MGActive.Boolea…
It's a novel approach. You could likely ignore the min/max distance values if the NPC's Walk speed scale was zero.
The other way - aside from scripting - would be to use the Character: Face object Action on a loop in a background Cutscene. Though…
The workflow should be the same, but it's possible a change was made that prevented this in error.
I've been addressing similar issues as part of v1.80 - I'll look into this specific case and include a fix for that as well, thanks for raising it.
…
To fix: open up Timer.cs and replace the two instances of return; on lines 199 and 206 with:
Value = minValue;
and
Value = maxValue;
respectively.
On random timers: I'd say it'd best to avoid making such changes at runtime - at least officially…
The SetImage function can be used to update an element slot's texture.
However, you'll also need to prevent AC from automatically setting this by itself. Try adding the following, but also setting the InventoryBox element's Display type to Text On…
"Player Vicinity" Hotspot detection allows you to limit interactivity to Hotspots that lie within the boundary of a Trigger attached to the Player. A tutorial can be found here.
It's also possible to require the Player to be in a specifi…
As an alternative to the "Offset sorting order?" option, you can attach a Sorting Group component to the uppermost sprite in the Hierarchy. It'll function essentially the same, but avoid the need to alter child sprite orders at runtime.
Is the Narrator prefab present in the scene?
Share a typical speech line, as well as its entry in the Speech Manager.
If they're unseen, you don't need a dedicated "Narrator" character - a speech line without a character assigned is cons…
Is there a difference if you approach the Hotspot from the right?
Is this limited to Hotspots only, or does it also occur when your OnStart cutscene moves the character with the Character: Move to point Action?
Open up the wiki's AnimEngine_Spine …