It's just endlessly giving this same error: https://paste.ofcode.org/sCPqrtSGtCeA67tuphxyDm
This is the script I'm using: https://paste.ofcode.org/6SgcKJBXXHzgTV2ECBNvPd
EDIT: Oh man, I'm so sorry, I forgot completely to refresh the package manage…
Sorry, I didn't notice that was a different script. I'm not aware that I've changed it, here's the script:
`using UnityEngine;
using System.Collections;
using AC;
public class ItemSetLabel : MonoBehaviour
{
public string inventoryMenuName = "…
Thanks, I've commented out the lines but I'm getting a lot of
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index System.ThrowHelper.ThrowArgumentOutOfRangeExcepti…
One more thing, is it possible to have the text not default to just the name of the object when the mouse hovers over itself?
Currently, it is appearing like this:
https://gfycat.com/fixedflippantblackfish
Whereas it should still show "Use **…
Some examples:
Walk to, hold text white, hold text and hold white: https://gfycat.com/amusingmaledogfish
Hold during interaction: https://gfycat.com/lividelaboratearthropods
KickStarter.playerInteraction.GetHotspotMovingTo() isn't the issue (though I tested it with a print as you suggested, it works fine), the moving to hotspots works fine, it's just the inventory interactions that get stuck holding the line, as you can…
The previous version that worked fine was 1.66.4 before I upgraded to 1.67.0, where it stopped working. I've described how it should work in detail throughout this thread:
* Text should flash briefly white when clicked to walk to anywhere.
* When a…
Sorry, it was 1.66.4, this version says 1.67.0 in the status, but I believe it is reporting the wrong version (it was the version you uploaded in late December or early January). I was about to update yesterday to the very latest, but I didn't want …
This is how it is set-up: (Image)
The bgbox is enabled and covers the txtVerbLine during hold, the text from txtVerbLine is copied into txtVerbLineCopy and the text component on txtVerbLineCopy is held there during the walk to the interaction. Aft…
Here is an example of my issue: https://gfycat.com/safejoyousfirefly
As you can see, when using an inventory item, it just stays forever as the interaction text, when it should return to normal after the use interaction is completed. This seems to …
Sorry, I should have elaborated more! The sentence doesn’t clear, as if the check has changed for when an inventory interaction has completed, and the text should return to non-held.
It seems to work nicely, except if I interact with an inventory item, the text gets stuck as the action (Look at Newspaper, Use Newspaper, etc). The current script:
`using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using AC;
publ…
After upgrading to 1.70, I'm getting this error: Assets\Verb1txtVerb2.cs(100,21): error CS1061: 'Hotspot' does not contain a definition for 'IsInventoryButton' and no accessible extension method 'IsInventoryButton' accepting a first argument of type…
This seems to do the trick, is there a way I could make a custom action version of this that only has the two parts needed, since it is enormous in the graph for just hiding the cursor and disabling input:
https://imgur.com/WjnmaqY
Having it once-per-game speech would be very useful for all those little observation lines that only need to be spoken once. Could it be considered for a future version?
A year on, what would be the most efficient way of a "do once per game" for dialogue (or anything really). Would it be a case of making individual bool variables for everything that would need doing once and setting/checking against the on…