That seemed to help!
Strange though, because nothing changed visibly in the action - the ID number and character name stayed the same, so if it hadn't been for your instructions I'd never have figured it out
Hello,
Is it possible to get something similar but with highlighted inventory item (instead of selected)?
I'd like to display what the stats would be if the player equiped a certain item. I currently have one variable which is the base value of the…
Nothing happens.
Your explanation sounds a bit backwards - surely I must copy the Int to the Float? I don't want to change the original value.
And will the whole ActionList on change value really trigger when it is the actionlist itself that chang…
I feel kind of stupid, but how do I reflect the value of a global int in a slider?
I can easily link it to a float, but if the variable already exists and is an int, how do I best proceed?
Since I want the slider to always be visible, I need it to…
Alas, I might have spoken too soon - it works most of the times, but not always. Sometimes the same conversation works at one point only to go back to the frozen state next time.
I think I'll just work my way around this issue by simply making sure…
Amazingly, it works if I just set transition type to none!
It doesn't automatically select the first interactable option (which would be optimal), but at least it allows me to toggle to one, if the first one is disabled. Then it prevents me from to…
This script does not disable any options when I fill the fields with the requirements.
It compiles and all the fields appear as before, but has no effect.
PS: If I, when I use the Select Element action, set the slot index to one that I know is clickable, it works fine. If there existed an action for checking whether an option is interactable, I could fix this by changing the selected slot until if fin…
Thanks, this is all clear now.
One remaining problem:
While the keyboard number keys work as intended, I'm still unable to navigate the options with arrow keys, or joystick/controller if the first option(s) is an non-interactable one.
I assume the…
Yes, sorry for the confusion, I've added this under OnContainerRemove:
if (container.gameObject.name == "HeadContainer")
{
GameObject[] gear = GameObject.FindGameObjectsWithTag("HeadGear"); foreach (GameO…
It's the script you provided in this thread:
https://adventurecreator.org/forum/discussion/11681/equipment-window/p2
So in the function that checks if I click on the container in question (unequiping the object), I need to also disable the 2d light…
I assume GetComponent can only be used in a script that's attached to the game object in question (=the light)?
So if I already have a script that deals with whatever happens when I click on a container item, how do I refer to the light object?
I'…
Thanks for the advice regarding the new Scene Item actions.
The problem is that when I click on a container, the only options are to transfer the items back to the inventory, or use a custom script. There's no option to run an action list. That's w…
Hello, I'm using this exact method, but I'd need to access the animation through scripting.
What would that code look like?
The reason is my character is carrying a lamp, and I need the light to turn off as soon as she un-equips it. Unequiping in …
Late reply here, but anyway;
I created the script above and attached it to each button. Everything compiles neatly.
First I feel kind of stupid because I don't find the simple "1" key, so I have to go with the "keypad 1" which …
One tiny issue remains:
Keyboard numbers can still be used to choose an option, even if it's disabled. I'd like to preserve the number key functuality (I know I can uncheck it altogether) but maybe this is hard to work around?