Forum rules - please read before posting.

Divaraf

About

Username
Divaraf
Joined
Visits
747
Last Active
Roles
Member

Comments

  • Ok, the script compiles now, and the fields show up in the inspector. I've created a new set of variables, with base values, and made sure to write all the variables in the fields. However, trying out the script gives me this: NullReferenceExcept…
  • Using your script gives me this warning: Inconsistent accessibility: field type 'StatUpdateExample.Stat[]' is less accessible than field 'StatUpdateExample.stats'
  • yes, equipable items have up to four properties, and the four containers (head, right hand, left hand, foot) can hold items with various combinations of boosts. PS: I realise this isn't really AC-specific, so if you feel that you don't have time to…
  • Ok, I've played around with the above script, and there's some problems still. I kind of understand the logic behind it, but I'm not skilled enough when it comes to scripting... The first thing is obviously that the global variable should have the …
  • The reports look the same regardless of which menu I open, and even without any menu open; they report 0 except for 1 when I press up-key. Down-key has no effect. Alright, sorry for the double threads, but I'll continue the trouble-shooting here. …
  • Hmm, I immediately get 999+ reports no matter what I press, so it's hard to make it just about up/down. They say a variety of things, mostly "CycleHotspots", "CursorHorizontal", "CursorVertical", "Horizontal"…
  • Rats, this one was my mistake. I had accidentally attached the script to the parent "container"object instead of the actual container. It works as intended now! (Will just figure out how to work out the proper value, but I'll try myself …
  • No other menus are enabled at the same time. The bug report displays the message "Menu: Conversation, Input: 0, scrolling locked: False" It also displays with other menus.
  • There's no bug report based on that, so I guess the script isn't triggered at all. Yes, they are handed via the use actionlist, which looks like this (for the inventory item 'cap'): [img]https://i.imgur.com/qqAb5kS.png[/img] It looks like it's wor…
  • The only thing that happened with that one ticked (apart from the character being able to move) is that the first option is no longer highlighted. But it still doesn't react to arrow keys.
  • Okay, so number 2 is taken care of - I was actually very close to fixing this myself, I had just forgotten to add "Action" after "endCutscene" in the script :) The conversation-navigation is still a mystery. I'm using the defaul…
  • Ok, the script is now accepted, but does nothing to update the global variable. I've made sure the variable's name is correct, and has a starting value. I've created the inventory properties and assigned the inventory item's value in said property…
  • It says I can't add the script to the container because it "does not contain a class derived from UnityEngine.MonoBehaviour"...
  • I did as you said but got this error: Error while saving Prefab: 'Assets/Prefabs/ContainersEquip.prefab'. You are trying to save a Prefab that contains the script 'DontDestroy', which does not derive from MonoBehaviour. This is not allowed. Please c…
  • Back again :/ Ok so this problem has returned. At first I thought it had to do with only movement, but after I started playing around with menus, and navigating through them, I noticed the problematic behaviour is there too, meaning I sometimes pr…
  • Perfect! I'll take the opportunity to thank you for your quick and helpful feedback in this forum. I guess next step is making sure this persists across multiple scenes? I think you mentioned that this current setup is a scene-only thing.
  • I'm using AC as a rendering source, and I'm probably blind because I can't see "Highlight empty slots" anywhere, despite having combed the editor for such a setting all morning... I see "Background texture" and "highlight te…
  • Ok, an update. After some fiddling around I managed to get basically all functionality in place (hooray!), however there's this little readability problem left: When I navigate the various inventory/container slots, I only get the highlighted versi…
  • I changed the slot index to 1 just to try, but changed back to 0 again. Yes, both inventory and equipment are the same menu! Still no luck. So the selection does indeed travel to the right container slot, but it doesn't swap the item there for the …
  • Ok, everything in your last post now works, so that's great :) Update: So, navigating works fine. However, when I select the item in the inventory, I don't automatically switch to the container with the designated slot. Here's my attempt: https://i…
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.