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.
"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, …
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…
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 …
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No, there are no Remember components on any player objects, but there are Constant IDs which I need for action list assets.
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Yes, although they seem to be rounded up - possibly just to fit better in the console window? For example, m…
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That's right - no issue without PuppetMaster.
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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…