@Deckard_89 50% of the game is adventuring around talking to people, for that I think I will keep simple booleans for what conversations have taken place and what inventory has been gotten. But for these missions that I have been posting recently it…
Did 2 videos, one before this has my usual drone and breaking features :) this one focuses on pure all out madness with stupid fast guns, lol.. https://www.youtube.com/watch?v=cfdGYX2OZQk
Unbelievable work Chris once again, thank you very much, I havent upgraded yet but I will, I find AC is really perfectly allowing me to glue my game together well now. Happy new year!
Thanks! Yeh the gun glitch is bad, I have almost stop noticing because ive been playing with it for too long! Will fix it for next video! Now looking up Metal Hurlant! Thanks for the feedback!
Sorry Chris there is no problem, I had one cutsceen running that was not set to run in background, a very short one being called from my main one, so it paused very briefly, ergo you were right sorry for the time waste. I made a video to prove to yo…
I am, it seems if u hit a trigger apart from flat on X, you actually bump into it momentarily, this means if you run into it on a slope or jump into it from above, u bounce off an invisible wall for a fraction of a second.
It looks like 1.48a fixed the issue of not stopping at nodes when a wait time is set (I have a squirrel running along a wall that was never stopping, after the upgrade he stops on each node as expected- great stuff). I still get people not turning b…
To summarise (Ive moved back to my old annoying broken keyboard but at least it almost works)
problems:
- npcs do not stop on nodes even if wait time is set (unless they have a cutscene on them)- npcs will not turn before walking anymore
observed fi…
Upgraded. I have found
- that my characters can no longer go along a path and stop even when I have the wait time set (*unless* there is a cut scene on that node, then he will stop as expected - the strange thing is it will work weirdly if your wait…
So I set the delay time to 0 and the player text did appear as expected when the NPC hit the first node, but then the NPC stopped on its path and didnt continue, and the player text never vanished. Shouldnt it have shown the text briefly and continu…