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Rairun

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Rairun
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  • Thanks! Changing ActionHotspotEnable.cs seems to have done the trick: protected void DoChange (Hotspot _hotspot) { if (changeType == ChangeType.Enable) { _hotspot.TurnOn (); } …
  • Thanks! That's exactly what I was looking for, a one-way link from variable to animator. As in, exiting-entering Play mode multiple times only causes the two to become linked every other time? Yes, this. I'm not sure why this was happening. If the…
  • This change allows "set variable" actions that change the global variable to affect the animator parameter, but overall the script still behaves very erratically (it won't synchronise the parameter on start/load, so starting the game or le…
  • Thanks, Chris! I'll do some more testing, but so far something like this works: void InsertByDuplication(InvCollection invCollection, int index, InvInstance invInstance) { invCollection.Insert(invInstance, index, OccupiedSlotBehaviour…
  • Chris, apologies for being unclear too. I understood what you were trying to do with your original solution. Correct me if I am wrong: by using new InvInstance(KickStarter.runtimeInventory.SelectedInstance) instead of KickStarter.runtimeInventory.S…
  • The following did the trick, but would be very convoluted if I had many properties/number of items to keep track of: if (InvInstance.IsValid(nest.InvCollection.GetInstanceAtIndex(0))) { int age = nest.InvCollection.GetInst…
  • Ahh bad news. Even if the new code didn't duplicate the item, it wouldn't work. I tried this to increase the property integer: if (InvInstance.IsValid(nest.InvCollection.GetInstanceAtIndex(0))) { InvInstance newInstance = …
  • Chris, the issue with the line of code you provided is that it essentially duplicates the selected item and places the duplicate in the target slot, while leaving the original untouched. It shouldn't be hard to add a couple more lines to delete the …
  • Ah, that makes sense! Thanks. The issue still occurs if you use the default menu behaviour. But thanks for the pointer, I will find a way around this with my custom script.
  • After some more testing, I've noticed that if I have a stack of 99 eggs (age 0) in the inventory, and I place one egg in each of the four slots in the nest (leaving 95 eggs stacked in the inventory), then running the script once will instantly incre…
  • And if it matters, this is the custom code I use to transfer eggs from the inventory to the nest (it's a little convoluted because I don't want eggs to be stackable in the nest, only in the inventory, so I'm disallowing transfers of more than 1). …
  • But I've just found a way around it by using a mask. Not sure if this would be considered a bug or not, but I'm happy with the results now.
  • The fixed aspect ratio is 1.78. The game window can be any aspect ratio that is taller than that and displays horizontal borders at the bottom and at the top.
  • Thanks, Chris! If anyone else is looking to use the script above, it works best if you switch the last two lines (or else a menu will appear if you click a hotspot with no enabled interactions while the interaction menu for a different hotspot is st…
  • Sorry, it was! Here it is: (Image) AC 176.1, Unity 2021.2.7f1 I've decided to use an interaction menu instead, but I figure this is still a bug worth reporting if you can reproduce it.
  • One small note about the solution Chris offered (I've used a similar one myself): it doesn't work too well if you allow the player to change the language mid-game. For example, if you switch the language from English to Spanish, the chat log will re…
  • I think Chris will be able to advise you more thoroughly, but: * I don't think you can do that using the Sprites Unity animation engine. If you change over to the Sprites Unity Complex engine, then it's really easy. Instead of giving AC the name of…
  • Thanks for adding the matchPropertiesWhenMerging parameter! So if I understand this correctly, if this parameter is true, then both items will take the value of the item in the existing slot. What if it is false? Will it prevent the addition, or wil…
  • Was this implemented in the latest update? I took a look at the patch notes (and also did a quick search in the scripting guide), but I haven't found it if it's there. (Thanks a bunch for the other updates, btw! The ones I've tested are great)
  • Strange, it looks very clear on my end. The only time I don't see a highlight is understandably when the action is run over one frame. If I have a longer action with "wait until action is finished" checked, or a wait action, I see the high…
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