Okay, I've got this and everything works well!
I think I was using EditorGUILayout.TextField and it should have been EditorGUILayout.TextArea instead.
Anyways, here's the full thing if anyone finds it useful (I ended up re-using the code from Acti…
Thank you!
Appear type? is set to Manual. I checked the Clickable in cutscenes? and combined with some variables it seemed to do the trick!
I've basically set a Global Integer that keeps the track if menu is on/off or if you clicked it or not.
In…
After playing around with this for a bit, I ended up using a normal custom action, but I changed a few things to get the two outputs.
I tried deriving my custom action from ActionCheck, but that was quite complicated. Following ActionCheckTemplate …
Hi, I think you just have to make sure the player character is set in the AC Game Editor Settings.
Go to: AC Game Editor (if it's invisible to you, just go to Adventure Creator at the top -> Editors -> Game Editor). Once you have the editor g…
Hi, going back to this, I ran into a problem with passing the parameters between ActionLists.
My ActionList1 gets a parameter from the character that you're talking to from this thread. ActionList1 then triggers ActionList2 which starts with a cust…
Thanks for the tips. I've created a custom action and tried to follow the comments on how to make an action wait until the process is complete.
The idea is that the action keeps running until you turn off the GUI by clicking on it's button. Here's …
Thanks for the reply!
Changing the wait time value to 0.1 doesn't crash Unity, but it's not allowing me to click on the GUI button. All animations and sounds keep playing, but it's resulting in getting stuck with GUI constantly visible and not bein…
Ahh... I thought that saving to a Global Variable was just an example, and not a vital part of the method. I have a lot of arrays that would need saving, so transferring custom data to Global Variables would be a very tedious task and it seems it wo…
Yes, it gets shown.
Its possible that I've set it up not correctly.
Would you be able to give me quick rundown of how it needs to be set up?
My versions:
Unity Version: 2018.2.18f1
AC Version: 1.65.2
I'm triggering the ActionList from the hotspot (NPC -> Hotspot Script -> Use Interactions). That ActionList has parameter 0 set as "Character".
I've added the Debug line before the second "if" statement and in Console it s…
I removed the script from the NPC's, and placed it on a fresh empty GameObject. I dragged the ActionList onto the script:
(Image)
The child object of the NPC has his interaction set up like this (2 different NPCs have the same interaction):
When…
Hi, sorry for triple posting but I still have some trouble with the code.
What I'm trying to do is to use the parameter code to get the correct character talking.
The Parent object of the NPC has the code component:
(Image)
The child of the NPC …
Sorry about that, I'm new to Unity / AC and sometimes I can't tell if problem is more Unity or AC related!
From what I understand you could use Resources folder to load the files in, or write some editor script to grab the files. So far I've basica…
To clarify, what I am after is:
* Instantiate a character
* you then talk to the character
* his stats change depending on your dialogue option (custom script with variables, added to character as a component)
* stats are saved using custom Remembe…
Yes, the NPC is spawned at runtime, and I'm making changes to the stats, hence I got custom Remember script.
Currently, it seems that after adding Remember Transform and checking Save scene presence? the character stays in his place when you change…
I basically have a character NPC and I added a component to him which is a script with a bunch of variables - his name, description, gold award for the player etc. I later use this variables in custom Actions.
So the thing is, it's just a script, n…