Any ideas what's happening here, this is with the new AC update and with inventory at the top of the stack. I haven't updated the nine-verb template as I've made many changes to the UI (not the code). The new Inventory standard interactions are tick…
If walk to is at the top, I want walk to to be the default function that runs during right click, and if look at was at the top, I would want look at to be the default verb that runs when you right click. Neither work currently, nothing happens if I…
Exactly, I was expecting him to walk to the marker with right-click, as per the Thimbleweed Park example whereby the default interaction is the walk to. This is how the scumm games operate as well, if look at was the top interaction, he should have …
@calli
Try this: http://pasteall.org/983994
Have a maincamera that's culled to nothing just to raycast hotspots, mouseclicks/hovers. Then I have that script that goes onto the rendering camera, then the rendertexture goes into the rawimage, then t…
Thanks, it works really nicely now! Is it possible to have right-click default interactions work with this too? If I hover the chimney on DOTT, the "look at" verb highlights, and if I right-click it, he runs the "Look at" interac…
Thank you I'll try this! The only reason I suggested is because it would otherwise be impossible to make a nine-verb retro adventure game without this script or modding the single-use to remove the sentence clearing on hover, since you'd never have …
@ChrisIceBox
Thanks, I'd appreciate that! This would involve requiring a custom script on every hotspot used as a scene exit hotspot? That's obviously no problem, I'm curious if there's any plans for an integrated method for this in the future? I'm…
So, while I definitely need single-use to never clear the verb sentence on hover (cannot think of a situation even outside of nine-verb where that would be preferable) here's a couple of interesting situations of using a click-to-walk-to-marker-and-…
That's sounds great! I presume this would also allow you to kill the actionlist as well with a custom event? This is how Scumm worked with global timers, local functions died on room leave and global a just ran until killed, and I think this is kind…
To add to this, I'm interested in how to run persistent actions, I imagine this would be somewhat similar to the Weird Ed coming to the door on Maniac Mansion or Storekeeper on Monkey Island, where you need a global action that retains persistency b…
Ah, Unity Complex gave me nightmares before, but I have this feeling I should try again and learn it for the flexibility. If you plan on any video tutorials for head layers in Unity Complex, I think it would be very useful, but I understand it's a l…
@chrisicebox Oh no, I definitely need the change! I was asking in case it was possible to add look interactions with the script, but I'm absolutely fine with using single-use interactions for this as long as it doesn't wipe the sentence on hover. So…
So, it would require a script to have a hotspot:
* if you click on a scene exit area, it builds a "walk to [scene exit]". I'm using an extra cursor called "Walk to" so that no verbs need to be lit up, the sentence builds correctl…
Thanks, I remember the downloads page example now. Regarding my lost post question about eyes, I asked Ron about the method used for eyes, blinking and head layers on Thimbleweed Park:
Eyes open is baked into the head, there is a seperate layer for…
Ahh, so AC started as ScriptCreationUtilityforDaNewGuys? 😜 it would be interesting to see a 1:1 remake of DOTJ with AC, or even the original DNG, almost like an anniversary remaster! Have you tried playing the DNG games with DGVooDoo? It basically f…
I'm getting:
NullReferenceException: Object reference not set to an instance of an objectUnityUICursor.Update () (at Assets/UnityUICursor.cs:28)
and
NullReferenceException: Object reference not set to an instance of an objectUnityUICursor.OnSetHard…