Ah, sorry I never thought of strings and popups.
This weight property is an integer, and I am using it by using the convert to variable action and displaying that variable in a dialogue narration action, to create a basic weight limit for the chara…
Is this also the case for the Advanced Third Person Camera?
I have not encountered any issue btw, just asking ahead of time to avoid any possible issues, because I'm planning on using it as pretty much the main camera throughout the game.
@Gregorik What I remember with this is, starting a dialogue: play speech action allows you to prevent input on your UCC player, but the normal disable movement and constrain player actions do not.
If inventory properties stack, I think you could also give the ammo inventory item a value of 1, and use the Inventory: Property to Variable action to set the variable once the amount has been deducted each time you reload.
Yep, got it working in no time, thanks again. There's just one issue though:
I am displaying it as narration speech text in an action list. The action list has just three actions:
*Display this text
*Wait 1.5 seconds
*Stop Speech (and force off sub…
Not sure what happened there, it was supposed to end with "... my regular first person setup."
The target I was referring to was Final IK's Aim Target, which is a child of the camera (I shouldn't have said attached - switching between 3DS…
@JacobJanerka You could also just rely on OnLoad and OnStart cutscenes to enable / disable the game objects depending on variable checks - this is what I'm doing in fact, it seems to be working no problem so far.
From what I remember, you need to add an extra collider to your root game object. Opsive's collider is a child object, so you need to add an extra one on the same object that has the Player component.
So this script is added to the character and these new parameters need to be added to the animator, with the Blend Type changed to 2d Cartesian (as it's now dealing with 2 parameters)?
Okay, the problem I have though, is that my character is able to enter a "first person mode", in which "full body" character geometry is rendered, so you can look down and see that you're not just a floating camera. However, if I…
Thanks, with that, I have it working when I preview it in the animator just relying on the movement speed parameter (just using a 1D Blend Type).
An issue remains however, in that I don't know how to get AC to trigger the negative speed value in or…
I made a brand new project with just AC, and the issue persists (system cursor always shows in Hardware mode, shows in Software mode when leaving game window and retains editor functionality), so it must just be my Unity or something. I can confirm …