Thanks Chris.
When I switch to the Web Build Profile, I see the Player Settings automatically removed the STEAMWORKS Scripting Define Symbol.
I tried adding DISABLESTEAMWORKS as a Scripting Define Symbol, but the problem I was running into was wit…
Hi Chris, I'm running into a new problem.
When I press 'd' the player dabs and the NPC response works well, and it's how I've been testing.
However, when I trigger the Player Dab from an icon in the Inventory that plays the PlayerDab ActionList, t…
Ah, ok. I think I may have solved it.
I changed this line:
if (KickStarter.playerInput.InputGetButtonDown("Dab") && AC.KickStarter.stateHandler.IsInGameplay())
And removed this:
&& AC.KickStarter.stateHandler.IsInGamepl…
Hi Chris, thanks for this. While this seems to work, I think it's only turning the Pause Subtitles to 'Off' when Subtitles is turned back on, so the character speaks a line without subtitles and then waits for a mouse click to progress even when the…
Thanks Chris. The gizmos are now always visible, so that's great. But the action isn't working as intended after a scene switch.
I'm trying to figure out what's going on, hopefully this video helps:
https://youtu.be/sod1uWoZ21w
The Debug notices …
Will try this, thanks, but the main issue was that the scripts seemed to stop working after a scene change. Yes, values were the same. Once, the ActionList seemed to lose its reference for one NPC, not sure why. No problem having multiple NPCs in on…
This is the script I'm using btw. Using AC 1.82.2
using UnityEngine;using AC;public class NPCDabResponse : MonoBehaviour{ public ActionList dabResponseActionList; public float maxDistance = 3f; void Update() { if (KickStarter.pla…
Ah, darn - spoke too soon.
Set everything up with all the NPCs but sadly it seems like the NPCDabResponse script only works when the scene is loaded up fresh, but is not surviving scene changes for some reason. So, if I walk out of a room to a new r…
I do have one more question about this please - while turning Subtitles to Off hides the 'Pause Subtitles' option, the Pause Subtitles might still be set to On, so what happens is the characters speak without subtitles but wait for a mouse click to …
Hi Chris - so, I tried the latest script but it didn't work, but what did work was the previous script, so I attached it to the NPC and set the NPC's ActionListReponse to 'Run in background' and set an initial Engine delay of 1.5 seconds.
The issue…
Thanks to Chris who helped me figure this out - I added the script below to the PersistentEngine Prefab, and it seems to work well. The 'Pause Subtitles/Sticky Subtitles' Options' visibility toggles On and Off depending on whether 'Show Subtitles' i…
Thanks Chris. I was getting the error:
"A script is calling 'PlayerMenus.GetMenus ()' before the Menus have been initialised - if this is a custom script, consider adjusting it's Script Execution Order."
I tried changing the script execut…
Thanks Chris, I'll try this soon.
ActionLists don't both target the player - the player has a Dab ActionList where he dabs (it plays a sfx and player animation), and the NPCDabResponse ActionList is the script attached to the NPC (plays an NPC dial…
Ah yes, I forgot to mention - the Global Variable that the StickySubtitles is linked to, is stored in the Player's Options Data. Sure thing, thanks - I'll ZIP the project (sans the huge Library folder) and PM you.
If you have trouble getting the pr…
Hi Chris - thanks so much for trying to help me. Unfortunately not I'm afraid, still the same thing.
I tried setting the StickySubtitles Element 'is visible' to 'off' initially in case that did anything, unfortunately not.
In case it helps with co…
Hi Chris - thanks so much for this. So, I put the script on an NPC and this works, but the issue I'm now facing is the NPC response happens immediately, and cancels out Bru's dab ActionList before the dab can happen.
Is there a way to get the dab an…
The script Grok was making didn't allow me to choose an ActionList Asset in the one field, despite repeated attempts by me to explain the field was only letting me choose scene-based Objects and I needed it to select an ActionList Asset.
My origina…
Hi Chris, thanks, I got around to trying this.
When I added the Debug to the second part of the script, I got this when turning the Subtitles and Sticky Subtitles options on and off:
(Image)
When I added the Debug to the first part of the script,…
Thanks Chris. And is there a separate method to change the font for character dialogue/subtitles when changing language, or does this script cover that too?