You're right Chris, after changing the Script Execution Order a wait action is no longer needed. Also, even Player Starts seem to be working correctly for me now, so there is no need for additional Teleport actions in OnStart cutscenes - just put th…
Also, do this:
Open the Player script, and comment out the line that calls Teleport, in the LoadData function. I forgot I changed this a while back, because AC saves the player position automatically. This might help with scene changes.
Yes you can use it for scene switching, but instead of using a player start, just use your default player start (which should be in the exact same place as your player root) then Engine: Wait action, something really small like 0.1, then object: tel…
Good shout on the Script Execution Order, Chris. I gave PM a negative value (but after camera), unchecked IsPlayer & added a short Engine: Wait delay, now it works - without needing to modify the script.
Now I'll have to go through my game and …
@ChrisIceBox After more testing, I got the TeleportPM action you wrote to work when using it e.g in a trigger or interaction, but I cannot get it to work via an OnStart cutscene (instead of using PlayerStarts).
I also got the new script you posted …
@PurpleShine I am having similar issues as regards to Player Starts, "normal" AC teleporting doesn't work because of PuppetMaster.
@ChrisIceBox The teleportPM action isn't working for me right now, not when called in an OnStart Cutscene a…
Awesome, working straight away, thank you.
There is something else I'd overlooked though; my puzzle's hotspots don't work because their detection method is set to Player Vicinity. Is there a way to change this to Mouse Over at runtime? The API refe…
I think it's because of the way you have it set up, that being character controller and AC player component on the root object. Both the character controller and Puppet Master should be a child of the root object.
I have PM on my character and all …
Sorry, I misunderstood which elements you needed to see. Here is the click behaviour anyway:
https://imgur.com/a/ozVJ2jE
Great to hear you have solved it already. For the inventory -> Container what I meant was:
When you place that item from you…
btw it also happens the other way around - as in, if you put the item from the player inventory into the container, it will add the item in a new slot, rather than add it to the amount already present.
The item's slot capacity is 999, the amount in the container is 24 & the amount in the player's inventory is 24.
AC version 1.72.4 (I'm hesitant to upgrade as I fear it may break some of the scripts I'm using from the wiki, namely Rewired &…