Forum rules - please read before posting.

Deckard_89

About

Username
Deckard_89
Joined
Visits
1,117
Last Active
Roles
Member

Comments

  • Okay, sorry for the delay on this, but here we are. Also no relevant custom scripts are being used at all: Settings Okay here is the debug. I have an inventory item called "Motion Sensor" that I collect from the container. I put it back,…
  • Okay, no errors with that debug line, though nothing is actually printed in the console? Anyway, I made a video of the problem to make it clear: I take an item from the container and put it in the inventory. I then close the container. You will s…
  • I think that's exactly it Chris, the item remains selected after it has been placed. I found the SelectItem function, sorry but not sure where to put this line of code? I tried line 185 (and others) but got this error: Assets\AdventureCreator\Scri…
  • Before this I think I was just on 1.74 maybe? It's actually a while since I updated to 1.74.2, but I didn't notice this until now. It might have already been like that before, but I am deeper into testing now so I've noticed it. The Inventory Box t…
  • Ah yes, setting the Behaviour when paused to Hold actually has the desired effect, however the menu itself now also seems to be affected by the fade, so it's a bit too dark.
  • Hey I think I actually saw this on Rock Paper Shotgun. Congratulations with the release!
  • "You can't change an element's type once created." That explains it then. Apologies, I'd misunderstood the interface; I thought the Element type selection button allowed you to change an element you had already made, but now I look at it, …
  • Not sure about the second one, but that original "The Uncertain" I believe I saw right here on the AC forum.
  • Oh wait, you can actually already do this, but I think I've run into a bug here: If you duplicate a button (in an AC menu) but change it to a different element, e.g. label, the fields will still remain as though it is a button, for example Click Ty…
  • Good news: Partel (the developer of PuppetMaster) has created a new patch for PM that prevents the puppet from failing to initialize on start if the character is moved. I have the patch now and so far so good - you can return to scenes and the chara…
  • Cheers Chris, I'll give this a shot & also get in touch with Partel.
  • So, I tried an empty project just with PuppetMaster, and I was able to switch scenes back and forth forever without it breaking, so for whatever reason, it does not like returning to an AC scene. I thought of another idea though; what if at the sta…
  • Damn, no luck with the script I'm afraid. I think what I'll do is, make a new project with just PuppetMaster and some way of changing scenes, then change scene, swap back again, and see if PuppetMaster gets messed up or not.
  • @PurpleShine I tried your script, and it basically works, but there are two serious issues: * Character moves very strangely, as though the puppet is constantly colliding with something. * A new game object with PuppetMaster is created for some rea…
  • I commented out that line but unfortunately the issue remains. Interestingly though, in the scene-return when it fails, only one teleport message is printed (now that line has been commented out), and the coordinates are actually correct - they are …
  • (Quote) No, there are no Remember components on any player objects, but there are Constant IDs which I need for action list assets. (Quote) Yes, although they seem to be rounded up - possibly just to fit better in the console window? For example, m…
  • (Quote) That's right - no issue without PuppetMaster. (Quote) It is the same behaviour - go from Basement to Test scene for the first time and it will work correctly; character (and Puppet) will be teleported to the correct place when the new scene…
  • Okay, I tried with and without Puppetmaster and that (or maybe the script) is the cause. Starting in the test scene and switching to basement is no issue - basement starts at the correct player start. When going back to the test scene from the base…
  • Sure, here's the script: using UnityEngine;using RootMotion.Dynamics;using AC;public class PMTeleportTest : MonoBehaviour{ private Char character; public PuppetMaster puppetMaster; private void OnTeleport() { if (character == nul…
Default Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.