Hi, even after a number of attempts, I didn't manage to get this to run the way I was hoping for by using merely an idle animation for the sweeping portion. It seemed it never waits until the end of the animation – for some reason the change to the …
Thanks a lot, that solution makes sense and I hope it'll work! However, I made the mistake of not reiterating that I'm still using the version of AC I started this game with back in 2020 (v1.72.4) and I'm betting that's why line 285 probably isn't t…
Thanks a lot for this Chris, it should prove very useful in the future. However, the thing is, for this NPC, I have over 50 animations setup already using Sprites Unity. From the looks of it, Sprites Unity Complex seems to handle animations so diffe…
2D, always 2D. :smile: And Sprites Unity. It's a Monkey Island style retro pixelart game with no head/body turning towards objects/characters or dedicated turning animations, so this one is really a special occasion where the sweeping NPC has her ba…
Hi @ChrisIceBox, I'd really like to use the ActionSortingOrder.cs script you created earlier in this thread, but I'm getting an "error CS0115: 'ActionSortingOrder.Category': no suitable method found to override". My first guess is this is …
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…
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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…