Aww! :'( :D
I'll probably leave it then, hacking AC is scary, especially when updating!
If something like this, especially for other relevant actions as well, could be considered for a future update, I think it would be much appreciated! (E…
I'd considered mentioning a switch such as this for other actions, but I was thinking of starting small 😜 It certainly would be convenient and would help readability by incorporating a few actions into themselves. Dialog would be good because you co…
Here's with "order lists by update time" unchecked: https://gfycat.com/ReadySparseCobra
The save games are all in correct order: (Image)
Here's with "order lists by update time" checked: https://gfycat.com/FewClassicIberianemer…
Finally, here's what happens if I further substitute in KickStarter.playerInteraction.GetActiveHotspot() == null
It sometimes works, depending on if the mouse i hovering the hotspot, or if the interaction was run using left-click or right-click, as …
Just for example purposes, here's what happens if I use if ( KickStarter.playerInteraction.GetActiveHotspot() != null ) { textOnEvent = false; } (which, as far as I can tell, also is true is hoveri…
I tried disabling **Update if string is empty? ** but it still happens. I think issue is that when the interaction is run, the sentence returns to "Walk to" but I'm trying to keep the sentence built until either the interaction is finished…
The save files are saved, and then the latest save goes to the top, as you know. This seems to be the issue, as the save games seems to be offset, ie: save 5's picture appears on save 6, and the top save is incorrect. Does the save screenshot slot n…
Okay, so here's an update. This is the code I've got at the minute:
`public class Verb1txtVerb2 : MonoBehaviour
{
public Text textBox1;public Text textBox2;public GameObject bg;private bool textOnce;private bool textOnEvent;private string newLabel;…
Thank you so incredibly much for all the hard work you've put into this template, I couldn't have dreamed it would behave so closely to the games I grew up with (DOTT was the first game I ever owned on CD back in 1994!) and you've been exceptionally…
Ah, slight problem, cicking on an auto-walk-to hotspot causes it to stick on, since I used "onexit state cutscene" to release the held text.
Are auto-walk to's differently defined, and therefore could be ignored as part of this method? If…
Okay, I appreciate that, now. I'm sorry about this, it's a little out of my range, but your code works almost nicely as long as I change (_element, _slot, true) to (0, _slot, true) to give it an int, otherwise I get "cannot convert from AC.Elem…
I've tried putting this into the RepositionSaveInputBox script, but I'm a little stuck on getting the image into the button with the correct public, and putting the correct slot/element name into the call, here's what I've gotten so far:
`using Unit…
Yikes, I think I got it working! This may not be best practice, but thanks to a lot of reading old forum messages and cutting and pasting, this so far works like DOTT does! :disappointed: `using UnityEngine;
using System.Collections;
using UnityEngi…
Ahh, that's what I thought you might say, and I have a fear of writing hooks! :D Okay, so this would be a fresh script, I'll assume, on the saveslist element (or the root RetroSaves with the appropriate public gameobjects) and then I'm using the hoo…
Thanks, so I need to add into my code "if an interaction/actionlist is running" and use that. Does the text clear before the interaction starts? In which case I'll need to make sure the dummy text isn't cleared after walking to the hotspot…
The error isNullReferenceException: Object reference not set to an instance of an object AutoWalkTo.OnHotspotInteract (AC.Hotspot hotspot, AC.Button button) (at Assets/AdventureCreator/Downloads/Nine verbs template/Scripts/AutoWalkTo.cs:54) AC.Event…
Here's an example of it, I left-click first to "use with", then I right-click to "look at": https://gfycat.com/SomberFarawayGermanwirehairedpointer
This may well be hard wired for right-click inventory items to always "look…
It works perfectly set-up ala Monkey Island 2, whereby both buttons trigger DefaultInteraction, but is it possible to have DOTT-style, whereby right-click triggers DefaultInteraction and left-click (almost, besides the coat that triggers Use dialog …