Chris:
That solved my issue. I just created a Cutscene and attached it there.
Never call the cutscene, but at least it created the ID's for me.
Thanks!
Then I'm doing something wrong.
Here is how you can reproduce:1) Create a new project and import Adventure Creator2) In your Project View, right click and create a ActionList3) Add a "Dialog - Play Speech Action" to it and set it for Play…
@DieHappyGames
Sure! I just modified the Dialog.cs file a little to get it to call the animation for the GameObject that is talking. When I used FaceFX, I named my animations the same as the Audio file. An example would be "Player0" or …
Ok, I got it working, but may I make a suggestion on the Dialog.cs script.
on the EndMessage function, it loops through the speaking character for the AnimLayer.Mouth. This basically kept destroying my animation I had for FaceFX working.
Can this b…
I never could get the NPC to play the sound until I figured out the solution.....
Put an Audio Source on the NPC!
Now the Dialog is working the way I wanted it, thanks!
Hate to say this but 1.39b WebPlayer is having the same issue. This time it's down to one error.
Assets/AdventureCreator/Scripts/Save system/Serializer.cs(287,30): error CS0117: `System.IO.File' does not contain a definition for `WriteAllBytes'
I f…
Getting two errors on 1.39a
Assets/AdventureCreator/Scripts/Save system/Serializer.cs(285,30): error CS0117: `System.IO.File' does not contain a definition for `WriteAllBytes'
Assets/AdventureCreator/Scripts/Save system/Serializer.cs(293,53): error …
Found what I think is the issue:
I put a Debug.Log in the MenuSystem.OnElemenyClick and it fires when you click down AND when you release.
Is there a way to have it only work when you click down once?
It has something to do with mixing camera, such as going from a crossfade to a switch. What I have been doing is making all cameras switch and since it defaults to crossfade, I missed one. Once I changed it to switch, the problem went away.
Still …