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Rairun

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Rairun
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  • You need to download the updated integration package from here: https://www.pixelcrushers.com/dialogue-system-extras/
  • Ah right! Well, that could simply be the case of adding the components to the original camera (the one attached to the main one) as well, right? Normally that would not do anything (since the main camera only gets a few select component values from …
  • For anyone interested, I managed to solve this issue by creating a custom action that is basically a duplicate of ActionMenuCheck.cs, except it has one more option: Menu is Visible or Transitioning. To do this, you just need to replace this line: …
  • Ah, thanks. For a second I wondered if we could use variable tokens to have them translated, but tbh this sounds more trouble than it is worth. I'll just add an extra action to the cutscene after my actionlist asset.
  • For anyone who might be interested: * Chris implemented the above request by adding the option to display item amounts "Only If Stackable" (on the container menu element). * I also asked him if a similar option could be added to the inven…
  • (Quote) That would work for my use case! Though I can see the argument against it: AC's inventory boxes are very flexible and can be repurposed for things that don't behave like a normal container/inventory, so the ability to customise each one is r…
  • That looks cool! If it's a DIY project and you have no budget to hire anyone, I think the only option is to build a following on social media/discord/etc. Back in the day, there were entire communities of hobbyists who would give you a hand (around …
    in Universe 25 Comment by Rairun April 2021
  • Thanks for the update, Chris! Everything I reported/requested seems to work very well. The one additional feature I would suggest would be to allow the inventory cursor to display item amounts when holding one unit of a stackable item, in line with…
  • I think I might have run into something like this before. Because I'm not a very good coder, I just assumed I wanted the code to do something it wasn't supposed to do. PuzzleSolved = true;AC.GlobalVariables.SetBooleanValue(2, PuzzleSolved); This s…
  • Sorting layers are configured per project, not scene. I generally give them generic names (e.g. background far, background near, middleground, foreground, etc) and use them in all scenes. But if you really want to use more specific names, I don't th…
  • I ran into this issue a while ago too. A menu with the Source field set to Adventure Creator is drawn using Unity's OnGUI system, which is always the very last one to be drawn in the render sequence. Sadly, I don't think there's anything you can do …
  • If I have set an Action List for combines under "global unhandled events", then an unhandled combine will trigger the selected Action List as expected. As instructed, after adding a Debug.Log statement here: if (InvItem.unhandledCombineA…
  • Thank you! That also works. You might have noticed above that I have a couple of lines like this: selectedInstance.Combine(clickedInstance, false); I thought that if both instances were combined, but I didn't specify any "combine" inter…
  • Yeah, the way I would usually do it would be to have a sun in each scene and use AC to help me set it up, but I think you can also use Unity's DontDestroyOnLoad function to have a single persistent sun. The latter solution is unrelated to AC though,…
  • Ah, that sounds cool. It's not hard to get AC to "talk" to other assets, but the specific solution in your case will really depend on how the other asset works. For example, if it keeps track of time and positions the sun according to the …
  • How do you keep track of time and how do you move the sun within a scene? My game is 2d and I don't have a sun, but I do have a day/night cycle and a very strict NPC schedule – so I have a script to interpolate the NPC position in the scene at any g…
  • Yes, that worked! Thank you. I'm still running into trouble with one little bit of my inventory/container click override script though, if you could try and shed a light on it for me. The issue I'm running into is that KickStarter.runtimeInventory.…
  • Do you mean just having a scene where most of the gameplay happens, and then placing dialogue cutscenes in separate scenes? I can't see why it would be a problem. You just need to trigger the scene change, and then go back to the previous scene when…
  • The issue I'm having with this solution is that when I open the container, all the container contents are there, but as soon as I click on any inventory menu at all (either the container box that was overridden by the script above to display the act…
  • OK, Chris, I'm not a coder, but this is working as far as Inventory clicks are concerned. I'm struggling a bit to figure out how to make the exact same click behaviour apply to Container clicks, though. Any pointers? (I only got as far as duplicatin…
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