Hey Chris,
I attached a default sound object that was in a random scene for it and it works, but doesn't if I switch scenes as it's not there anymore. So I'm guessing that's why it didn't work earlier, but this actionlist is going to run in every si…
Hey Chris,
There's 1 actionlist with dialogue, that includes 3 Sound: Play actions. But I wanted multiple characters to run that actionlist but with different sounds playing for each character.
So on that 1 actionlist I made 3 parameters (1 for each…
Hey Chris,
This is the code that contains the variable setting to true:
https://i.imgur.com/t7hh7of.png
(yes attempting to integrate photon is a bad idea but hell if i'm not trying)
And I'm pretty sure all local variables aren't saving properly, bu…
EDIT: Nevermind, I changed the action list to "run in background" and it works now lol, it was pausing gameplay for some reason even after it finished..
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Hi Chris, sorry for the late reply
Its v1.60.4It has a trigger attached as a ch…
Hey Chris,Thanks, it's working now! It was a problem with the camera, for some reason...
Is there a way to make it so that the moveable/pickup feature is turned off? i.e. I wanted the picking up to only be avaliable on a certain screen so once they …
Haha thanks Chris, we're almost there now! :DSo, no I can't assign it thru editor as wav will be generated at runtime by player
The filepath is this when saving (saving to the user's computer i assume):var filepath = Path.Combine (Application.dataPa…
Hi ChrisNo there's no difference, the already spawned one I drag directly into the scene from the prefab into the position where the spawned one should be and drag it around just fine, it's just when I spawn it I can't move it
Hey ChrisSorry to sound thick but what do you mean by 'script reference to it'? How can you put a script reference on a sound?I'm assuming you need it to get this to work(Image)
https://imgur.com/JYh8Viu
HeyaThanks Kole for that, I've replaced the scripts on the sound object with yours and they work fine if I press 0...but yet again I still can't simulate the button 0 haha :))The scripts aren't called by an actionlist, they're put in the sound objec…
Hey Chris,I don't think it's complex, but admittedly I don't have much experience with C# which is why I haven't converted JS to it yet... I apologize for how stressy this thread must be.
I can't find a 'show/hide code' button on here so would it be…
Hi Chris,There's 9 JS scripts and each one is on the corresponding sound object (audiorecord1.JS on default sound 1 for example)So I don't think I can run it from a Call Event or Send Message or it won't pick up any sound as it needs to be run from …
Hey Chris,I'm actually attempting to integrate Photon (risky idea considering AC is a single player thing, I know) but wanted to give it a try. So I need Photon to initialize the player first instead of AC.This is the code for it: PhotonNetwork.Inst…
Hi Chris,I set the InGame button "MenuButton" simulate input key to 0, and when clicking on it it runs the active input action list, but the JS script in the background which is supposed to activate upon key press of 0 still isn't activate…
Hey Chris, the game is running the comment in the actionlist so I have the active input working now. Now having the button 0 simulated is the problem....
Hey Chris, thank you I've done this but the game isn't picking it up.
The custom javascript script I have running on my sound prefab will only run if the button 0 is pressed. So when you click a certain menu button, it's supposed to simulate the 0 b…
Thanks Chris, I did this and it works perfectly except for when changing scenes and back. If I go to a different scene and come back again, then everyone stands on their starting markers and.....stays there.
EDIT: Nevermind that was my fault, I had …