...and by next update you meant the next day. My icebox doesn't make cubes that quickly.
One more secondary concern: It looks like the Container/Add event assigns the Container parameter as an inventory item field type rather than (what I assume sh…
Ah, totally missed the Container events. You provided much more of these than I'd have expected straight off. I should be able to test the above theory with an actionlist alone then. Thank you!
Not sure if this is related, but also having an issue where the On Inventory Add Event fires twice in some instances. The only factor that seems to differentiate it is that the inventory item in question is being removed from the inventory and added…
Hm, actionlists were set to pause gameplay in both instances. One ran fine while another did not, and the only difference was the Appear Type. May have something to do with when/how they update? With events triggering and the possibility for paralle…
I've been working with the inventory quite a bit recently, and here are few things worth experimenting with that may help in the above instances or overall:
* ActionLists can be started from many places, such as: menus (e.g. turn on), from an inven…
You're absolutely right that there's just a lot of details with how this all gets put together. I think this was just an odd combination of factors, and making a few different changes set me back on track. I don't think the update was a factor here,…
Hey Chris,
Using Unity 2021 LTS, AC 1.76
Not using audio, tags, or timeline. The OnStart cutscene initiates a a separate actionlist for the dialogue. I've tried the actionlist and associated conversation as both assets and in the scene. All the Co…
Thank you! I switched the camera to use the default PlayerStart. I had tried this before and it didn't quite work, but I realized now that it seemed to be compounding the offsets. So I set the camera's position on the PlayerStart (rather than at 0,0…
Thank you, Chris!
I actually did have that part worked out, and I have exposed both skillValue and toolUsevalue. I just omitted that portion of the code above. The parameter assignment works well, and my action actually does work as-is.
However, I…
It's nice to wrapped things up in actions, particularly when this could be used for multiple journals and with multiple global variables.
I did also appreciate the reminder on calling events on an object. I tend to binge project work, then take nic…
Ah, understood. And that makes perfect sense when remembering that the journal is a menu element, and global variables tokens will be used as dynamic data.
The custom script works perfectly, and should help out others with a similar need.
(I'm at …
Understood. Some of this is more for me to understand the differences between moving the Player and between various actions, so I'm having to take a few more smaller steps to catch up with you. I've been adding logs all over the place so I can under…
Thanks again for the help!
I'm using 4-direction control (at least until I can talk my wife/artist partner into 8... :-)) and have Skeleton assets added for all. Again, everything works when I use the change rendering action.
https://photos.app.go…
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Makes sense.
I just mean that moving the character in a new direction via mouse click does not change the direction, nor do the referenced action - i.e., only the Change Rendering action works as expected. For all other actions and for mous…
The suffixes appear as expected when the ActionCharRender script fires, but it does not change when moving the Player, or when using ActionCharPathFind, ActionCharFaceDirection on the Player or an NPC (rather already present in scene or instantiated…