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JackMariani

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JackMariani
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  • I've set Engine: Manage systems  Movement as none. When I switch back to Movement First Person I've free aiming set as disabled.I can renable it manually, but I'd like to do it automatically. I tried to use Engine: Player Constrains Free-aiming: ena…
  • WordWrap for labels. Now the word wrap has the following behaviour: If I've the string '1234567890' and I wrap it I will have the following:1234567890 I need the opposite behaviour, I need to wrap it in the following way:67890 12345 Is it possible?
  • Ok. I found a temporary solution. For MenuInput was not a great deal.I just do the fixing each time player insert a new input. For the MenuDialogList I had to make some more adjustments.I've created a global variable to make sure to do the change ju…
  • Could you please add more details? "You'd likely be able to get around this by using two labels instead - one for "ACs" Text component, the other for the Arabic fixer, which would be the only one actually visible." Do you mean I…
  • Solution found, for most of the MenuElements.I'm currently adding the fixer in the pre display and it works for every menu element, except conversations and inputs. The PreDisplay method of the MenuDialogList and MenuInput are called multiple times,…
  • After the new UI this issue raised again. The arabic text is displaying in the wrong way. Short version: I need to apply a special method to adjust the text before displaying it, not sure where.So: Where should I place the "ArabicFixer(text)&q…
  • Uhm. Maybe an option is to make everything "non-interactable", disable all character movements and read only the mouse clicks on the menus? There should also be something to paralyze the animation on the characters. For the Action Pause Ga…
  • Ok, technically there's a load menu. It's in the HUD. If player clicks a button on the HUD it loads the game. There's no crossfading. The HUD stays open and its elements are loaded and updated correctly (HUD is always open during the game). But the …
  • The issue is that the MenuExample remains open.There's no Load menu and I don't use crossfade at all. About closing all menusDisabling the entire menu system is not an option. I just need to close ALL menus, EXCEPT the HUD menu (that are 3 different…
  • About variablesSorry about the variables. The thing solved by itself or it was created from something on my side and now it seems to be working. About MenuNow I can confirm that menus have a strange behaviour. MenuExample - Appear type = Manual ->…
  • Yes. One important note. Manual load worksWhen I load the game using the manual load (that is AC.SaveSystem.LoadGame) it works perfectly. Load from menu does not workWhen I load the game using a SaveList menu it doesn't work properly.The menu visibi…
  • I didn't mean to change the name of the files (I could also change them using the setting manager and changing the settingsManager.saveFileName from there). The question was related to the "save lists" showed to load a game. The plan is t…
  • I think the issue is in the LoadGame and SaveGame methods in the SaveSystem.cs. They want more variables:public static void SaveGame (int elementSlot, int saveID, bool useSaveID) andpublic static bool LoadGame (int elementSlot, int saveID, bool useS…
  • Please elaborate, as I'm not sure what you mean here.  In my testing, ActionLists set to run when a menu turned on are only ever run once per time the menu is enabled. On my side it behaves differently.My subtitles have an ActionList set to run wh…
  • You could try creating a specific action list and add it to the subtitles, doing the following: 1) Add an Input in the Input project settings (I use space)2) Create the following ActionList (set it to Run in Background):- Input Check (Space)  -> …
  • Back on this topic. This thing is still happening to me. Action List creates multiple duplicates. ------------------------- Simple example:I've added a simple action list on the subtitles menu, to create a manual skipping for the dialogue. Specifics…
  • ChrisIceBox told me that he found the issue and he'll solve it for the next release.In my case the bug was related to the Speech Manager, it should be solved disabling "Allow speech skipping".
  • Coroutines...I was hoping to avoid them :p. Thank you very much anyway.
  • That is the default name.All the games will have the same name. The question is:How can I change the name of the save game during gameplay if I want to use different names for each specific save?
  • Another thing. Maybe it is possible to implement a way to Lock Menu On. So it won't be possible to close them with the crossfade. And last thing.Could you please let me know where is the code that does the crossfade? I'd like to check it and maybe a…
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