I can't edit the other comment, but there are seperate enable/disable options for movement, input, camera etc. so those can be enabled in Parts.
You can also have multiple Players and Cameras and switch to them whenever needed.
You could have a Pl…
Hi Ryan,
you can achieve this by using the "Engine: Manage Systems" Action, depending on how you have setup your Stuff.
For Example you create a Trigger from the AC Game Editor menu, that disables those Inputs, when the Player drives thr…
I've tried but not been able to make it work:
I wanted it to work on Hotspot Interaction, and not drag an Inventory Item onto the door or anything like that, it should just check if i have the Key in Inventory.
I'm failing at "Inventory check…
Sorry for pulling up such an old thread, but this seems too useful to pass on, i've been trying to make things easier with this, but can't seem to wrap my head around it.
I'm using "Inventory Check" to see if I'm carrying a key.
If that …
I did put my plate in the dishwasher! It's interesting, you could speed up the camera switch animation, and am curious where the story goes. The Storage Room scared me a little :D
Thanks Chris, i forgot to add that it also had a Hotspot on it, and when you disable a Hotspot, the Layer gets changed to "Ignore Raycast", but i think i've understood the code a bit better.
I've just hooked into OnHotspotInteract and che…
I don't think there's an easy option in the Inspector, and that you'd have to rely on custom scripting, to do it differently.
The way you are doing it, is probably the correct one.
There's also this:
https://www.adventurecreator.org/tutorials/savi…
Thanks, i got it mostly working.
One problem though, if i'm at a Subtitle node of a conversation it vanishes immediately after playing, even with a [hold] tag.
I also have the Speech -> Subtitles option "Display subtitles forever, until the…
"OnStart" only plays once when the Game starts, that's not for player input, but when you make a little intro Cutscene or something like that. And a Quicktime event is something else entirely.
To hear the Jump every time you'd have to make…
Yes, i had already taken that from the older thread, and that works.
I'm having a problem with the menus/using it as one menu, because they get called in different instances:
Subtitle: "when speech plays"
Conversation: "During Conver…
Of course nothing will happen because the Object is a Prefab in your Folder and present not in your Scene.
Put the Object in your scene and update the reference in your actionlist, and try it again.
Logically you have to consider, that you are add…
Oh, i've got it working, i just needed to set the optional Animator on the Player Settings in the PreFab. All good :)
If someone wants to do the same, i'd recommend using a fully rigged Character with fitting Animations for all the motions, you co…
Make sure you thoroughly understand what's possible with AC and build your idea around that.
Starting with simple interactions is always a good idea, Player has to find Key to open Door or something like that and slowly gaining traction, playing ar…
You have to set the Send message function to "Message to send: custom"
there you call the script in this example "ThrowRock" (that is the name of the function in the script "public void ThrowRock ()").
And make sure the…