@ChrisIceBox No issue per se; was just curious what other ways & methods there might be for affecting and passing variables between actionlists which I didn't know about.
My intention was to use Global Variables but I didn't know you could orga…
@ChrisIceBox Could you just clarify on that last point 'a conversation's responses linked to ActionList assets'. Do you mean simply using an action to run a new actionlist asset?
@ChrisIceBox Ah. Sorry for the confusion! I accidentally put a comment on here and then discovered I couldn't delete it (only edit it). I'm still interested in any insight into the original question.
Thanks @ChrisIceBox. That modification helped pin the error down to coming off my player prefab.
This raises some further questions however.
My game is 3D first person. The player prefab however has a 'first person camera' child object.
(Image)
…
Thanks Chris, I didn't know about the zooming. That certainly helps.
Certainly when using Action Lists, I have a craving for the free-pan feel which Unity's Animator allows where you can hold the middle-mouse button down to pan around the grid.
I h…
I fixed it! :D
The problem was I was using...
AC.KickStarter.runtimeInventory.GetItem(x) which is the ID of the item.
When I should have been doing
AC.KickStarter.runtimeInventory.localItems[x]
It makes sense to me now. I wasn't actually referin…
So I got a barebones solution working last night. Not sure if it's the most efficent way forward, but I like how it neatly keeps all the links to action lists on the hotspots.
Step 1) Added a script to hotspots
(Image)
2) The script itself has li…
Thanks Chris. Excellent, I'll try and go about it that way.
Out of curiosity though, is the gameState behaving as you'd expect? I'm really curious about why it doesn't revert back to 'normal' in this instance.
I can confirm I get the same results with the AC Status box:
https://imgur.com/zNUHitC
Didn't know about that. Useful.
The core problem here is after a dialog option is selected, the gamestate doesn't change back to 'normal'.
I need a new way, in script, of ensuring that custom behaviour is disabled while dialog options are on screen. And, as soon as a dialog option has been selected, enable the custom behaviours again.
Because IsInGameplay() cannot be used anymore, I th…
Sure thing Chris.
My apologies, this is going to be a long one, but hopefully it'll explain everything from the start.
So ultimately, this is all about wanting, that when dialog options are displayed player movement, camera movement, and custom beh…
Ok, I believe there might be a problem in AC's gameState. When the first dialog option appears on screen the game state changes from 'Normal' to 'DialogOptions' as expected. When the player has selected an option though, the game state doesn't rever…
Been playing around with this is a bit more. It seems 'Player: Constrain' is a better action in my case. I've managed to get it to freeze the player's movement and with 'free-aiming' set to disabled also wrestle mouse control to allow the player to …