First create an empty (or not) GameObject and assign it the "Action List" script from AC. Set up whatever actions you'd like.
Then, in PlayMaker, create an event "Send Message". Choose "Specify Game Object" and drag in…
Hi @ChrisIceBox, apologies for dragging this dead horse back to life and beating it again, but I have a new, related problem.
I'm setting up camera changes, but the transitions don't work correctly if I'm using UFPS. It seems like the transition hap…
If you did add in that option, that would be excellent!
Perhaps just a tag would work? Anything tagged "collider" or whatever (something definable) interrupts a moveable's movement. Or an option to either use tags, or all colliders in the …
Thanks @ChisIceBox. I did some more digging around and it looks like the first issue is related to AC 1.47a, and not the latest UFPS. I tested it on a rolled-back version of the project with just AC updated to the latest version (but not UFPS), and …
^ I've been thinking about the same thing. In my game, I have a physics-based puzzle where the player drops a marble into a maze-like arrangement of colliders, and must rotate a number of paddles inside the maze to ensure that the marble gets to its…
I'm referring to the camera component, which seems to be the culprit in terms of messing with my occlusion culling.
I ran a test now and the AC camera component, Main Camera script, and MainCamera GameObject itself all stay active/enabled the entire…
Thanks, @ChrisIceBox. Okay, that clears things up. I was driving myself mad for a second.
Apologies for the roundabout way of describing the issue. I was trying to isolate the situation for testing. To outline the exact problem that I'm having:
1) …
I suggest that you use parameters, in that case. You can call the global action list from a local one, specifying the exact camera you want to change to/from in the local action list.
For anything that can't be remembered this way, you could use gl…
You can create project-wide, as opposed to in-scene, action lists. Right-click anywhere in your project view (where you want to store the file), Create->Adventure Creator->Action List. Then in your trigger, create an action Action List: Run, a…
I can't see anything wrong with your screenshot, and I tried duplicating the exact same setup in my game and it worked fine, so I assume there's something else amiss on your side. Is the hotspot ray length set correctly? Do labels pop up on regular …
It seems that this update has brought back an old bug that I had trouble with a couple of months ago: http://www.adventurecreator.org/forum/discussion/3380/inventory-subtitle-issues
In a nutshell: inventory hotspot dialogues (item descriptions, in m…
Just here to chime in: backing up is essential! I used to work in home tech support and I can't tell you the number of times I was called out to recover crucial data. Doctor's theses, novels, family photos: it can all go if your hard drive crashes.
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Hi @godatplay, apologies for dragging up this old thread, and I assume you're still around on these forums, but I wanted to check if you ever went ahead trying to integrate InControl with your AC-based game? Did it work out okay?
I'm currently toyin…
1) Oh, damn, I see what's causing that. I'm using UFPS, I had to hack it to put its player into the Ignore Raycast layer to prevent the player collider from blocking hotspots that were very near to the player. Doing so has obviously had a knock-on e…