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OldKnivesTale

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OldKnivesTale
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  • It seems to work with AC dialogue (well all the subtitles appear over the player, not the character they should be over) but if I use an in scene ui set to world space I get this error: NullReferenceException: Object reference not set to an instance…
  • I replaced the prefab in my scene with the one from the project folder and now it works. Thanks. 
  • Also I just checked and the GameEngine prefab does have an EventManager on it. 
  • I imported the whole Adventure Creator project, except for the Demos. I then tried again importing everything but the 2D Demo but still no luck. Do I need to import that?  I have missed a few previous updates so will have jumped ahead on this update…
  • They are just click hotspot then click interact method.  All the "shooting" stuff is just me hiding and showing different hotspots. The "shoot" hotspots just have "single click interaction" selected. 
  • I'm using click then choose interaction mode so both left and right click do the same thing it seems. So I don't think the above is applicable. 
  • Problem is I'm using hotspots to handle the "shooting" interaction. I just turn off the normal hotspots and replace them with "shoot" ones when the gun is drawn. So I still need to be able to left click on them. If worst comes to…
  • Yay that did it thanks :)
  • I have used the action template from the AC folder. I've only changed/added the following: namespace AC.Cursorchange{ [System.Serializable] public class Cursorchange : Action { public Texture2D AimTexture; // Declare variables here public Cu…
  • Sorry I was under the impression that the AC scripting was somehow different to normal C# coding. I feel like I'm nearly there now I have my custom action but when I go to create a custom action in the action list it says: "This Action type has…
  • Hello again sorry to keep bothering you and thanks loads for the help. How do I assign a texture to a variable. I tried something like: Texture2D AimTexture = aim_cursor.png; Then: AC.KickStarter.cursorManager.cursorIcons[0].texture = AimTexture; …
  • I had a script with an error in it so I deleted it and ran the game and that seems to have fixed it. Sorry to waste a post but this might help someone else with the issue at least :)
  • Ok so I'm trying to create a script and I get this error whenever I save a new one: Assets/Scripts/Change_cursor.cs(23,37): error CS0246: The type or namespace name `Action' could not be found. Are you missing a using directive or an assembly refere…
  • So I checked Unity and AC both up to date. The problem seems fine in a build though, it happened once but I think that might've been my rubbish clicking. So just an editor issue. 
  • I don't think I'm explaining very well what I need. I know I can change those textures in those places but is it possible to change them during gameplay?  Not animate them but to change them entirely from one flat image to another. 
  • What about the icon that shows up on top of hotspots i.e. that little white dot in the walking dead UI. Also the mouse cursor. When I say change I mean change on the fly as in it stars with one texture then changes to another. 
  • Thanks I've not really looked into the scripting yet. Is there a way to change the cursor/ hotspot icon at all? 
  • It's the latest AC, I'm not sure about Unity... does it auto update? I haven't tried a build so couldn't comment on that. I'll make sure to check unity is updated tonight and try a build. 
  • After some fiddling I've got it half working. I made all the hotspots a child of a hotspot that is off screen called "normal" and I do the enabling/disabling on this and have it affect children. I now have a button that turns the hotspots …
  • It was also ticked for the walk so I think that also explains why he was going beyond his destination.  
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