Is 1.70 planned for this year release? I’m hoping to try and get the cancelled unhandled actions working (https://adventurecreator.org/forum/discussion/9451/cancelling-unhandled-action-using-hotspot-as-substitute-for-move-to-marker-doesnt-stop-actio…
Thank you so much, it would be greatly appreciated! That way all interactions can be handled similarly and I can keep unhandled actionlists just containing the "I can't do that" dialogue and the sentence would hopefully stick during the &q…
I'm not sure if I'm calling this correctly, but I can't get the text to change if the interaction is unhandled:
private void MyUse(Hotspot hotspot, AC.Button button) { textOnEvent = true; if (button != null) { …
I'm using it with Close_Unhandled_Interaction and no matter what distance I set, it still plays the dialogue if action is cancelled. What method is used to cancel "walk to marker" interactions? In the case of unhandled interactions, the us…
Adding the unhandled open actionlist in the array cancels the actionlist when the player reaches the door and doesn't play the "I can't open that" dialogue. Should it be cancelling prematurely?
For an unhandled interaction, I'd need to a) test if it's unhandled and b) create the sentence based on the the unhandled sentence, or do I just need to substitute button for something else?
Would I need to modify the script so it cancels any actionlist that's running? It wouldn't be for one particular actionlist, rather for all of the unhandled actionlists that don't kill the whole list when it's cancelled by clicking away.
I just added this as a script on my custom scene scripts objects, and if I cancel an unhandled interaction, the character still speaks, is this script meant to work for all actionlists, even unhandled ones?
Oh, you don't need to worry about that awful blur, just modify the camera script as I put in the guide:
RenderTexture activeRT = m_Camera.activeTexture;
if (activeRT != null)
activeRT.filterMode = m_Internal.useStretchFill ? FilterMode.Point: Fil…
Thanks, this works for inventory interactions:
private void MyUse(Hotspot hotspot, AC.Button button) { textOnEvent = true; if (button != null) { int language = Options.GetLanguage(); newLabel = Kic…
I tried this, but it's still saying just "door" since I guess it needs something else to use for the inventory label:
private void MyUse(Hotspot hotspot, AC.Button button) { textOnEvent = true; if (button != null || (ho…
Bringing this back from the dead again, but I've noticed it isn't working when I used inventory items with hotspots, in the case of using the "newspaper" with the "door" hotspot, it just holds the sentence as 'door', as if it isn…
Sorry for the late reply! I've had no issue with sorting maps, are you using Upscale Render Texture? Rather than forcing pixel perfect positions, it will scale everything to a internal RT so it will be forced to always appear correct, even if an obj…
I was wondering if there’s been any plans to integrate a built-in way of playing multiple soundtracks out-of-the-box? I’d use it myself for loading a pair of files for each track and use a setting to determine which of the two files would play depen…
So far, I've gotten something that works okay, I just need to be able to build the sentence correctly inside OnInventoryInteraction by grabbing the cursor used: http://pasteall.org/1478639
So far I've just substituted KickStarter.cursorManager.GetL…
Okay, here's the version that works on each hotspot: http://pasteall.org/1478179
I know I needvoid Start () { allMyHotspots = FindObjectsOfType (typeof (Hotspot)) as Hotspot[]; }
and Hotspot[] allMyHotspots; goes outside of the OnChangeCursorMod…
Sure, but I need to build the label again, for instance if I right-click on an item, it will never build the sentence "Look at item" it just builds a "Use item" sentence when hovering, and upon right-clicking, it will just say &q…