Thanks - I meant that triggers should only trigger if the player walks into a characters trigger and not if the character walks to the player and causes the trigger to go off. So if the player is standing still and a character happens to walk close …
Not sure if this is possible but is there a way to stop other characters with their triggers from walking close to the player and triggering the menu themselves? So only works if the player walks into their trigger, if that makes sense?
Actually I've found it, the issue is rather than assigning parameters to 1 actionlist's parameters, I meant assigning 1 parameter to a bulk of actionlists at once
Hi Chris,
I believe it's because the characters are spawned in through a walking script (checking if their location variable is set to the current room, if it is then they spawn)
It uses the send message action
(Image)
And there's no wait until fi…
Thank you so much Chris! This is awesome!
I also wanted to ask, what's the best way I can optimize these sound files? They are small but should I still put them in SavableData for speech audio like recommended in the manual for speech?
Sorry Chris my bad, I misunderstood what you meant.
This is the second instance of the line:
(Image)
Edit: All 3 instances are being pinged by PersistentEngine and there's only 1 SaveSystem component
Hi Chris,
Yes the logs are cleared before I get to that point.
I turned off collapsible and is this what you mean by stacktrace?
https://imgur.com/a/lxo76iq
Hi Chris,
I put logs for all 3 of the lines but only 2 of them appear, 538 and 1764
Here are the screenshots: https://imgur.com/a/jgI3Sb8
Thanks so much for your time again Chris I really really appreciate it
Hi Chris,
I'm testing in both. It works in the editor but on the android it stops working.
Since removing the invoke it doesn't work in editor at all
I get "Request made to load AC.SaveFile" and no fail log
But it doesn't get to the OnL…