My apologies for not getting back to you, I've been very sick. And now that I'm better, there's a little family holiday trip ahead, so I still can't get back to this before next weekend. Just popped by to mention a thing my friend noticed about this…
(Quote)
I first used Dialogue>Play speech to determine that but now tested with ActionList: Comment with the same result. When the inventory IS onscreen as the trigger should be activated by walking past, the dialogue does NOT appear and the cons…
When the inventory is enabled/onscreen, all triggers are completely ignored = not run at all.
As the issue happens, the AC Status box shows what it normally shows:
"Current game state: Normal" etc.
If the inventory is NOT opened when the…
I'm a bit embarrassed to admit this, but this was due to a custom Scene switcher my coder had made a year ago when first building the rooms for our game, he probably wasn't aware of AC's native scene switching action so used a custom script of his o…
Possibly, or even probably, yes. I'll ask my coder about it once he becomes available. Thank you immensely for the help with pinpointing the issue, I believe we can sort it out on own.
@ChrisIceBox Considering your last question, you're correct – the same goes for all Remember components in that room – they, too, are reset after leaving the room and coming back. This happens in another room, too. But there's one room where Remembe…
@ChrisIceBox Now that I tried it, when it comes to saving and loading, it works on both a fresh Hotspot and one with the actual Hotspot>Toggle OneClick state (available thanks to @KaiB's script above). When I save the game in that room, then load…
@ChrisIceBox Thanks a lot for the script, though after trying it, it doesn't seem to work. Unity now recognizes a "Remember One Click" component which I added to the GameObject in question that has the Hotspot with the OneClick feature, bu…
A further problem presented itself: the script works fine otherwise but the OneClick states of any hotspots are reseted after a Scene Switch. What would need to be added is a "Remember OneClick state" component or something similar to prev…
Thank you so much @ChrisIceBox, this works wonders! And a good point regarding potential issues with game-saving. I think the simple teleporting of such hotspots offscreen might be the way to go for me, unless there's a good reason why the latter sc…
Thanks once again @ChrisIceBox, the script works great. However, there are two things I didn't take into account:
* What if I need to have TWO (or more) hotspots ignored by the TurnOff command? Can the empty contain a list of ignored hotspots inste…
A further question regarding disabling and enabling hotspots. In a PNC adventure game, I have a big room with tens of hotspots. I'd like to be able to disable all of them but one and later enable them back on. Through Engine>Manage systems, disab…
Yes, I have the 1.72.x, we've done a few customizations to the project so updating to the latest AC version is a bit tricky (I'm aware the forum rules state one should – sorry).
I sorted this thing out with the amazing @KaiB in private (though the …
Btw, the 2D script you provided gives this alert:
Assets\Scripts\RepositionHotspotMarker.cs(16,13): error CS1612: Cannot modify the return value of 'Transform.position' because it is not a variable
Ah, one problem remains: it was originally supposed to be a hotspot because it should be left for the player to decide to "go down", not automatically move there as the bottom part of the screen is (perhaps accidentally) clicked. But if I …
Sorry for not clarifying the nature of the game in the initial message. This is for a 2D PNC adventure game, I just want the player character to walk where it's clicked and then begin at that point on the X axis on top of the next room. It's nicer t…