Forum rules - please read before posting.

Rairun

About

Username
Rairun
Joined
Visits
842
Last Active
Roles
Member

Comments

  • Chris, once you find a solution, would you be able to share the mechanics here before it is implemented? This sounds like a good feature to have, but I can also see how it could mess with how I've customised my saving system, so I'd appreciate the c…
  • As long as the container game object also has a Remember component (and thus a constant ID assigned to it), you should be able to run AC actions that refer to it in any scene. To set up a check in a different scene, you could create a prefab, drop i…
  • (Quote) This is essentially what I want, and I was previously using the Engine > End Game > Restart Game action for this purpose without any issues. But aesthetically, it looked like this: (1) Launch game. Camera_1 fades in, profile choice me…
  • I think I understand where part of the wonky behaviour is coming from (before the script above even comes into play): if you check "Non-default players" and check Talia, and then uncheck "Non-default players", the item will be pl…
  • I have a setup like this: Player 0: Talia (Player) Player 1: (DEFAULT) Main_menu (Player) The reason for this is that I have a lot of scripts on the Talia prefab that I don't want to initialise until I click "Begin" and switch away from …
  • ^ Sorry, I checked the scripting guide and realised that the issue was not SetNull. My bad. But the issue I reported does still happen: the inventory is cleared and none of the items that are supposed to be carried on start are added to the inventor…
  • Hey Chris, I've been using the script you shared above, and it appears to do what it needs to do, but I think KickStarter.runtimeInventory.SetNull (); might not be the best solution for this because it overlooks the items that have "carry on st…
  • I think I managed to do work out a solution. Would still appreciate advice if there's an easier way to do this! (1) Create a new OnStart cutscene and set it to "Run in background" (I think this is important so that the autosave is allowed…
  • I made the same request a while ago, this is what Chris said about it: https://www.adventurecreator.org/forum/discussion/12015/suggestion-actionlist-trigger-on-timeline
  • If anyone's interested, I've managed to make this work with this adaptation: using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class AnimatedIcon : MonoBehaviour{ public Texture lanternTexture; pu…
  • Ok, an alternate solution that ALMOST works! This is what I did: using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class AnimatedIcon : MonoBehaviour{ public Texture lanternTexture; public Texture…
  • I think I got closer, but still not quite there: using System.Collections;using System.Collections.Generic;using UnityEngine;using AC;public class AnimatedIcon : MonoBehaviour{ public Texture lanternTexture; public Texture lanternActiveTextur…
  • Something that I've noticed too is that after I run AC.KickStarter.runtimeInventory.GetItem(1).cursorIcon.ReplaceTexture (myNewTexture);, my script above stops updating the main graphic with the current animated frame pulled from "cursor (optio…
  • Thanks! Yeah, I wanted to either have two animations, or only one animation but the other way around (i.e. animated when inactive, not animated when active). I think I understand how replacing the texture works, but I'm having a hard time figuring o…
  • Chris should be able to confirm this, but I think this is working as intended. Switching the active profile isn't like loading save: the profile itself doesn't contain any of the game data, except for the variables you've linked to your Options Data…
  • I've never disabled HDR before, but I've done something similar with chromatic aberration, depth of field, etc. First I add this to the top of the script: using UnityEngine.Rendering.PostProcessing; Then I declare a PostProcessVolume and a Chromat…
  • Also, if anyone is looking to modify their ActionHotspotEnable.cs action so that turning off a hotspot cancels the pending interaction ONLY with that hotspot, this is the way to do it: protected void DoChange (Hotspot _hotspot) { …
  • READ THIS FIRST! I couldn't edit this post in time. I tried deleting it because I made a mistake and was running the same actionlist twice, even though I thought I'd introduced checks to prevent this. Sorry!
  • Edit: There is an error in the script I provided lol. One sec. Edit 2: There you go! This works, I think. using System.Collections; using System.Collections.Generic; using UnityEngine; using AC; using System; // This script ensu…
  • (Quote) Ah, right, apologies. I get you now. Yes, just a very different use case/art direction from mine! Mine is a pixel art game limited to a single fixed aspect ratio (any other ratio gets pillar or letterboxed), because the gameplay is such that…
Default Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.