Btw I have no default navmesh assigned, I assume you dont need one for moving a player along a path since all my other npcs work without it.. I tried making a navmesh but I think something is going wrong because I cannot see it even when i untick di…
edit: wrote a little script in c# that can set the bools, that seems to work, so I guess its getting lost somewhere in ac, I may try locate where it happens and put some sys outs in.
Yes I tried that, doesnt seem to do anything for me. No console messages either. Tried moving him to a marker without pathfinding but he shows no signs of moving, tried with animation settings : mecanim - automatic and mecanim manual. As well as tr…
OK (using 1.54c) , this image shows hotspot called hsTest has a use interaction called "test: use", you can see it says "AAAA" sets the boolean RSL_askQuestion to true then says "bbbb". I see both texts but the tick box…
I am still having this same issue, my ufps guy is present when the game is not running yes. My guy is built on the ufps prefabs, but a long while ago. I can get the UFPS camera to fade out, but when I switch to or fade into an AC camera for my cut s…
I tried giving my UFPS FPSCamera the AC Camera script but it did not behave as expected, camera was showing lying on the floor around 0,0,0. Just looking for a simple way to go from ufps fpscamera to cutscene camera and back, cheers.
One weird thing is the conversation options move around the screen as I do (with WASD in ufps), its unrelated to the focus thing, but I would expect it to sit in the middle and not move..
EDIT: Fixed by setting it to "position centred" in …
Looks like theres something centres the cursor after a conversation option is selected, that could potentially be it, but I cant quite find that bit of code.
Not sure about builds, only testing in editor at the moment. Is there any code in AC to give up or regrab focus? Whether it is UFPS or not it doesnt happen in UFPS, it only happens in UFPS when you select a conversation in AC, so its still AC too re…
Thank you, that is the exact problem, and it was caused by duplicating. Real shame AC/Unity cannot give them unique IDs automatically when you do this.
But I did get unique ids - I set constant id to manual, then turned off retain in prefab then we…
Hey it looks like it was related to my translation issue, so this too is now fixed, Awesome, sorry for the mass of questions I am back to AC hardcore making all my missions, really fun stuff.