Chris did u manage to fix the flickering of menus when autosaving on cutscenes? As per:
‘Menus are hidden while saving, to prevent them from showing in the screenshot. I'll add the ability for individual menus to opt out of this, so that you can…
Sorry, even with using the tutorial I am In a Muddle. I am not sure what to do as the slot index parameter is 0? So when I set my overwrite existing save and pass the parameter into the slot index to overwrite, it is ‘slot index (0). So how do I ove…
Sorry, even with using the tutorial I am In a Muddle. I am not sure what to do as the slot index parameter is 0? So when I set my overwrite existing save and pass the parameter into the slot index to overwrite, it is ‘slot index
Hi,
I got as far as creating the parameter, but am, a bit stuck. Please see screenshots:
https://www.dropbox.com/sh/dqbfs5y0k4o4l8m/AAC331hbtlxgxValyhL-VoT8a?dl=0
Hi yeah that was a typo!
OK so, why not create a menu with two buttons for your inventory box in the bottom left - 'open' and 'close', with set to Manual Appear type.
Set the 'open' menu element action list to turn on Inventory menu, and to turn o…
Awesome. And finally, how doI turn off a menu element, I have this so far:
PlayerMenus.GetElementWithName ("InventoryBag", "Closed").IsVisible (true);
but is is telling me
Assets/TMOWM/Scripts/CloseInventory.cs(24,62): error …
Sorry, this is the script that isn't working:
using UnityEngine;using System.Collections;using AC;
public class CloseInventoryStopSpeech{
void CloseInventory(AC.PlayerMenus.GetMenuWithName ("Inventory").TurnOff(); // PlayerMenus.Get…
I've looked at the scripting guide, but am stuck on this:
PlayerMenus.GetElementWithName ("InventoryBag", "Closed")IsVisible(true);
Keeps telling me it is wrong