Okay I'll email that, but first I'll show you the problem in more detail. Just so you know, the green background texture is the highlight texture for each of the buttons and inventory icons.
This is what the menu is supposed to look like, with the a…
Haha wow- so I tried to do what you said, and select the persistentEngine object when the game is running to monitor the Game State variable when the torch dialogue is playing, and something absolutely bizarre happened.
Apparently, when AND ONLY wh…
It looks to me like it should be working for you... the way I've done this is by setting up a similar actionlist: instead of object:set parent (none), I would instead use the clear parent method- this could be the problem, because if the capsule is …
For the record, I'm using choose interaction then hotspot mode. So I click the inventory icon to select it then click that cursor onto another icon to combine. This is when the standard unhandled interaction is run, in multiple interaction mode.
Oh really? I had an issue where the player would be holding a torch with a remember transform and visibility script through multiple scenes while the torch is only a scene object in the first scene. When moving to the second scene the player would s…
More inventory issues:
1) The last selected inventory item slot will show an inventory item that was last selected even if it has been removed from the inventory.
2) When I use a "look" or "use" cursor on an inventory item in th…
I've had problems like this too- the best solution I can come up with is to actually create the gameobject in the scene, and have your actions refer to that scene object rather than the prefab.
A possible alternative that I haven't tried is by usin…
Oh, I see- I did not realize I had even set the inventory interaction to multiple. Thanks, that makes sense I guess.
I notice though that the unhandled interaction is called when the item is used on a hotspot AND when it is combined with another it…
With the new 1.29 update I've noticed I can give my player prefab a constant ID, but I can't seem to figure out how reference that ID within a scene based action list, or reference an asset based action list from a scene based action list.
I have tr…
You can use the set parent action and set it to clear parent, and then move or teleport the item to a desired point (I use a marker called OutOfTheWay)
Awesome, the actionlist editor looks fantastic, as do many of the other features!
A couple quick notes though:
1- I can't seem to find a way to set up the unhandled interactions for individual inventory items, at least in the AC GUI. It looks like …
Ah thanks, that is a lot more straightforward than I thought it would be! The only thing left to figure out is where to put or attach this script, but I think I can do that on my own easily enough. Thanks!
Well changing to do nothing may have reduced that time gap but it's still there. And I tried the hotspot menu hack, but I must be doing something wrong because it's not getting the correct world coordinates. I have it set up like this:
if (transitio…
Sorry to keep bothering you about this, but I'm almost done. I got the action working pretty well- it sends the fireball to the mouse location when I click on a hotspot which runs the action. The only additions I've made to the transform script to g…
Ah! Good call, I had mistakenly named the file ActionTransformClickLocation.cs! Now it still doesn't work perfectly (i.e. the fireball is not being sent to the right place) but at least I can debug the script a lot more easily. Thanks!
So I've duplicated and modified the ActionTransform script to try to create an Object: Transform To Click Position action, but I've run into some problems.
I have tried to keep the formatting of the action script as close to the ActionTransform scr…