I hadn't noticed this thread before, but this sounds very similar (if not identical) to what I'm also trying to do - which is to have a Container persist throughout the whole game
I'm on the latest version of AC, and have tried most of the obvious w…
Thanks for the suggestions Chris
As it would be quite a lot of work to implement the first option (because I have an AssetBased ActionList that runs at the start of each scene, which spawns NPCs into the scene and which assumes that their spawn poi…
Ah. Got it, I think
In the Inventory Menu/Inventory Box, if "Prevent Interactions" is set to TRUE, then the Combine Interaction fires as expected
I guess that really should be the other way around, no?
Edit: Uggghhhh... except that, alt…
In case it's any help, to replicate:
> New Project, using all default values
> Create two Inventory Items, each with CarryOnStart, and each with a Combine Event to combine it with the other item (both items refrencing the same ActionList)
&g…
yeah, same here
combining two items no longer works for me (although it worked fine in the previous version)
i've tried numerous variations of Inventory Settings, but it doesn't even get as far as executing a breakpoint on the first Action in the r…
Comparing two PopUp variables definitely should work. My guess is that the problem is that Events/Concert, which you don't show here, has been set to False somewhere, so the first condition check fails and it never actually gets to run the PopUp com…
Thanks for looking into the issue Chris
Having the ability to add a per-parameter option stating whether you're using a prefab or a scene-based GameObject definitely sounds like it would be a useful feature to have in AC
However I should say that…
@11tom12 apologies for hijacking your thread. I've started a new thread as a bug report for my particular problem
P.S. As to randomising NPC repsonses and so on, ActionList Variable/Check Random Number allows you to create any number of different r…
@11tom12All my NPCs have ConstantIDs set as "Retain in Prefab". I think the basic problem is that ActionLists aren't designed to handle NPC Prefab GameObjects passed in as parameters (at least in the way I was trying to use them)
I've been…
I hope it's ok for me to jump into this thread, but these are some of the same kind of issues I've also been struggling with recently
The problem with the suggestion for 2) above is that ActionLists don't handle Prefabs passed as GameObject paramete…
There are a couple of possibilities. The most likely is that you've inadvertently set "Show Logs in Console" (which appears at the bottom of AC's "Settings" under "Debug settings") to "Never"
The other possibi…
If it's any help, I'm doing something similar in my current game (although using a rather different solution to the one you're attempting)
I have 8 or 9 different characters who can potentially become the Player character, and I switch between them…
Sorry for the late reply guys (@3DSlayer @salex), I hadn't noticed that there had been posts here. Larger versions of the original images here:
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As to problems with the controls/camera, all I really meant was that they're quite servi…
originalDepth is definitely Vector3.zero in the version that doesn't exhibit any problems, because I specifically set it so. My working version of FollowSortingMap's SetOriginalDepth looks like this:
protected void SetOriginalDepth ()
…
Regrettably no, the error still occurs
The only thing that works reliably for me is if originalDepth is always set to Vector3.zero. As soon as transform.position - transform.parent.position returns a non zero value for the Player Character (when set…