Works, thanks! I meant for when it stops scrolling. Here's the updated code for anyone looking for the solution -
using UnityEngine;using AC;public class SpeechStopper : MonoBehaviour{ private void OnEnable() => EventManager.OnEndSpeechScroll…
Another issue I'm having now - the Third-person cameras are messed up as there's a huge change between the camera systems in the 2 versions. I think their positions are getting changed. Reverting to old AC fixes that but I can't use the old versions…
So I should keep version 1.81.6, delete the Scripts folder and reimport? Or should I revert to the 1.72.4 version and do the above steps? (Edit: I think you meant the latter)
I actually had more issues with the updated AC version (latest, 1.81.6) which is why I rolled back to the older one. There are some 350+ errors with the new version -
(Image)
Hi Chris, thanks for the response. Unfortunately it gives me this error -
FormatException: The input is not a valid Base-64 string as it contains a non-base 64 character, more than two padding characters, or an illegal character among the padding c…
It gave an error that StateHandler does not contain a definition for MovementSystemIsEnabled.
I changed that to || KickStarter.stateHandler.MovementIsOff ||... and now it works correctly! Not sure if I'm on a different version and that was changed …
(Quote)
No I know, that's what I'm doing (Duration is higher in mine, I was just giving an example of the reverse)
The example in your screenshot is also exactly how I've set it up.
But, letting go of the key before RD doesn't fire the Fail option…
Found a quick alternative solution for this! In the Action List (Set to Run in Background) I switched the order for the Actions. Instead of closing the sub-menu first and then turning on the Pause menu through actions, I now turn on the Pause menu a…
Here are shots of the animator and the player's inspector -
(Image)
(Image)
The "think" animation doesnt use any parameters to start/ return to idle - I trigger it use a character:animate Action. Still, that would usually be overrid…