Wow that would be great! A checkbox in the Speech editor that specifies whether it should stay on talk or go to idle perhaps.
Man, something like that would make working with dialogs in AC a lot more readable both in action lists and when exporti…
I moved back to wiring up the action list asset for inventory items directly and so var searching and text gathering works again.
This means that every list needs to start with an action that stops the player from walking, would be so cool if we …
I see now that the dialog:speech texts in these are ignored once clicking "Gather text" too. Would you consider processing all action list assets here as well?
If you think it will benefit more people than me that is.. If not - I'll just …
I see, here's the chain:
An inventory item points to an examine action list that takes a parameter (Unity object) specifying the action list to run. This is because all inventory item examine action lists needs to do the same things (stop the player…
Ok, I subclassed ActionSoundShot, added a public relativeVolume field and used it while setting the volume:
float volume = Options.GetSFXVolume() * relativeVolume;
Thanks
Unity: 2019.02.0f1
AC: 1.68.4
I have put together a reproduction broken out of a more complex scenario here:
https://1drv.ms/u/s!Amz_vh8OYDX3u71yFHeCbNlNxz-9-A
Just hit play and follow the instructions :) I have annotated the actions with comments…
You're right, those can grow long for sure. If the bulk of those are "Dialog: play speech" actions, have a look at the option to treat each paragraph as a separate speech.
Yeah, this feature would be nice!
Thanks to parameters, there shouldn't really be much need for long action lists IMHO. But for long cutscenes, I tend to split them up into smaller ones and have one "master" list then execute one "ch…
A global variable that you check on both scenes should do the trick if the player isn't moving between the scenes when the item is to be teleported. Otherwise, have a look at scene surviving action lists.
Unity: 19.1.12f1
AC: 1.68.4
I'm not running multiple instances, but yes, the action list is triggered from an interaction that is skippable.
I finally found the combination that causes it reliably:
* Create an action list asset with "Is skip…
Inserting a brief wait didn't change anything, and if I waited long enough it was clear that when it does kick in, the damp speed is still used (so the camera isn't moved instantly).
BTW: The same thing is true player switching between players in d…