Longer action is running the shorter. ID does match. I'm not getting the comment, so it doesn't seem to run at all. This is initiated by a Keypad - Pause menu, would it cause something?
I added couple of pics in here:
https://imgur.com/a/yhgjbqb
So, the three inventory interaction items are shown in a row and they are provided by AC IventoryBox. But normal inventory shows Main graphic per item, but I would like to either show Curs…
The problem here is that I'm using masks above the item images. All the items have cursor images that have the masking already in them so I could use them, but that would require some extra coding I suppose.
I think that brute force approach is making a mess, and need to do another script with delegates. Is there delegates for player stop and starts moving? I may need to set one for the inventory?
Yes, I'm using that method above to detect when player is on idle.
I have it like this:
if (!idleAnimRunning) { if (AC.KickStarter.player.charState == AC.CharState.Idle && AC.KickStarter.) { idleTime += Time.deltaTim…
I used a custom script with the menu, and since all inventory items have only one interaction, it's quite simple and nice. Just get the item and interact its only AL.
There is also a problem with rotatables. If I click a rotatable with a hotspot under the cursor, I get the menu. I would like to have a rotatable to wait for .2 secs to decide if player is holing in order to rotate or trying to open the menu.
I tried another configuration with interaction, but now I don't seem to be able to use inventory. I added a pic of the interaction setup here: https://imgur.com/a/f0wgSi3 .
All the items in the inventory have Examine action list that first moves all…
Here's some pics:
https://imgur.com/a/f0wgSi3
I have the whole level in one scene. Not sure if it's a good idea. The arrows move teleports the player to another location, and there is an ActionList that turns off reflection probes, lights and so on…
There might be something with the AC Main camera track. Cameras use correct occlusion settings when used via AL, but for some reason in Timeline all the cameras have a maximum far clipping of 16.5ish. I have the default values in occlusion culling b…