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Rairun

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Rairun
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  • From a localisation point of view, I wouldn't recommend using a global variable to insert strings such as pronouns, for two reasons: (1) Translators likely would have a hard time finding which string is being inserted where in the exported text. (…
  • I did some more investigating, and I think we can break this down into two possibly related bugs: (1) 'Toggle breakpoint' is not pausing the game at the correct action. The actionlist seems to run all the way to an action like Wait or Fade In, wher…
  • You need to upload them somewhere (I use imgur) and then enter the image url here.
  • I'm just a regular AC user, but I've been giving this some thought. Are the speech lines all pretty much the same, except you'd adapt pronouns, etc depending on who the character was? If so, something that I would suggest to Chris as a useful feat…
  • Hm, strange. The label should disappear if the appear type is "On interaction". I even tested this out in my own project, and it worked here. Maybe show us a screenshot or video of your UI, and also of their settings?
  • You are already able to add a hotspot label to a menu with an "On interaction" appear type. Make sure the "Update if string is empty?" label property is unchecked (or else moving the cursor away from the hotspot while the interac…
  • Make sure your menu has "Pause game when enabled" unchecked, and add an actionlist to the "ActionList when turn on:" field. In that actionlist, start with an Engine > Wait action (however long you want the message to be displa…
  • You can use the action Object > Animate > Change Parameter to set the parameter. If at some point you need to check as well as set the parameter, you can link it to a global or component variable (via the Link Variable to Animator script) and …
  • You can make use of a timer set to run on a loop (this action can be found under the "Variables" category), or even just loop a background actionlist yourself (by connecting the last node to the first one). You can use this to toggle the &…
  • When you don't select a player or an NPC to say a speech line, that line is considered a narration line. So if you duplicate your subtitle menu and change the copy's "For speakers of type:" option to "Narration Only", this means …
  • If you want to use a global variable, simply enter the name you gave to the variable into the "Shared Variable name" field. Your animator parameter should have the same name. That will be enough to link them. Or, if you want to use a comp…
  • Actually, it probably doesn't have anything to do with those lines. I suspect this is the culprit (under Player.cs): if (!IsLocalPlayer ()) { StartCoroutine (KickStarter.levelStorage.LoadPlayerData (this, playe…
  • I've done some more experimenting here, and the issue really is specific to the fact that the component variable is a child of the player. The remember components in other scene objects don't have this issue. Does this have anything to do with the w…
  • Hm, line 35, right? Just under public override string SaveData ()? Like this: #region PublicFunctions public override string SaveData () { VariablesData data = new VariablesData (); data.objectID = consta…
  • I would link an AC variable (either global or component) to an animation parameter in your character's animator -- AC has a script that does just that (it's called "Link Variable to Animator"). A one-way link (variable -> parameter) is …
  • This looks incredible, I'll play through the prologue soon.
  • (Quote) Duh, thanks! I'd typed "KickStarter.playerMovement.D" and Visual Studio didn't autocomplete it, and instead of assuming it was bugging out, I went looking for a problem that didn't exist. Now it works, sorry! (Quote) I'm not. I've…
  • I was using v1.77.1 (I didn't realise .2 was out), but I've just updated, and I'm afraid the issue is still there. (As a side note, thanks for the destinationThresholdOverride in PlayerMovement! But I think it needs to be a public float rather than…
  • For anyone who might find this thread in the future: I think the culprit is the Input Device Manager component attached to the Dialogue Manager. I was able to disable it without causing any issues, but your mileage may vary. I'm not sure if it is ex…
  • This doesn't actually appear to be an AC issue - it only happens when a Dialogue System dialogue manager object is loaded. I'll take it to the DS forums. Sorry!
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