We've just completed our FMV, The Dark Side of the Moon, with AC and it's been perfect for it. The only issue is that Unity's Video Player can cause issues here and there. But yes, go for it!
I'd say you can do this, yes. You could trigger a conversation to start within an actionlist that runs from when the scene starts, at whatever point you wish.
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As you can see, the scrollbars appear on the actions themselves but the options below are cut off, I can't get to the 'actionlist when triggered' option underneath 'available when game is:' option.
Hi Chris
The strangest thing...I've just restarted Unity and the issue seems to have resolved itself? If it starts up again I'll let you know but for some reason it's now working...I'm absolutely baffled...I have another issue now though which I'll…
I'm using 1.72.2.
"DeanDead?" is false. It's just a variable that is checked to see if the player died and is returned to the main menu. If DeanDead? equals 'true' then the RESUME option is hidden as the player will have a to start a NEW …
Thanks Chris! I got it to work by creating 2 Active Inputs for the same key, one to kill actionlists that were set to 'normal' and one to kill them if they were in a 'cutscene'. This now kills them, so phew!
Thanks though, Chris!
Hi Chris
Following on from this, I'm having a similar issue.
I have an actionlist running in the background providing subtitles for the video currently playing (I'm making an FMV).
When the assigned Skip Video button is pressed the video skips as…
Hi Chris
I managed to get the videos to continue playing by having 'Run In Background' in the Unity Player settings.
I'm still having the issue though of prepared videos suddenly appearing and pausing on their first frame though before the 'wait t…
I can't seem to find any pause menus involved. It's an odd one.
Ah, of course, Object: Send Message. I never thought of doing it that way. It's a way around so that's fine.
Thanks Chris, much appreciated :)
'Allow regular gameplay during Conversations?' is ticked, yes.
The responses are all handled from within their own individual DialogOption ActionLists.
Thanks, Chris!
Sorry about that, Chris.
Yes, there's a conversation in EVERY scene. Basically it's an FMV game where the dialog options act as actions rather than dialog ("Leave Room", "Pick Up Teddy" etc).
Create a scene with a cutscene that…
The game isn't paused as such, I have the conversations dialog options not blocking the gameplay, so that the player can still interact with things such as inventory etc.
If the player clicks on an inventory item, which in my case triggers off a ch…
@ChrisIceBox Actually upon further inspection it's not that. It's when an Inventory item's actionlist calls for a scene change while an active conversation dialogue list is open - once the scene changes it loads up the previous scene's conversation …
Since updating to the latest version I've noticed that any dialogue options continue into the next scene and show in those different scenes, even if they're set to STOP once clicked :/