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even though I've changed it back into track #0 it didn't clear from track #1 - Laser didn't work as it had TinPot assigned. I replaced that action (Engine: Control Timeline) and Laser started working
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Item Deselected(From Action #0 in ActionList 'OnInventoryDeselect') -> AC debug loggerUnityEngine.Debug:Log (object,UnityEngine.Object)AC.ACDebug:Log (object,AC.ActionList,AC.Action,UnityEngine
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In this way, when clicking on the left and right arrows, I have managed to make the textures change, but in the wrong way. For example: the Texture of page#0 is never displayed. Instead the texture of
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It prints Hub_street for both variables, but Player data #0 Scene info Current is StopGap.
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I've found that everything up to the conversation part works fine, (eg, "There's <color=#00AE86>[paramlabel:0] [paramlabel:1]... Do you want to take [paramlabel:2]?" )
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(From Action #0 in ActionList 'trigger')
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(From Action #0 in ActionList 'trigger')
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I have a "nest" container with 4 slots that can contain eggs. The item property #0 is an age integer. By running this code, I intend to make every egg currently in the nest older by
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The value entered into the "Skin #0" box needs to be the name of the skin - i.e. "pajama", "pants" - rather than the index.
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Icon ID 0: the cursor I want (which is basically the examine the item). Super important: that #0
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I'm think I'm getting closer. I have three different players ( Player 0, Player 1 and Player 3 ). I look at the Player data #0 and the only "Remember data" it has is AC.AnimationData
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3) On the character inspector check "use expressions" and add as many expressions you need with custom names. Keep note of the ID of each ("expression #0, #1, #2 etc..). The
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Posts[x].transform.SetSiblingIndex(x); // Activate/deactivate posts by comparing their #0 component variable to the current game time. Excludes 800000 and 900000 because those numbers are assig
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And of course, ActionList B throws an error as it never receives the Component Variable it is supposed to receive. Here it is, just in case:
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(From Action #0 in ActionList 'Überbrücker_Examine')
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I have a 6 (0 - 5) frame animation and then I assign them to phonemes (letters, in this case) via the speech manager. My last frame is for the F sound (in Spanish there is no V sound), so I have a fra
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and iside it Expression #0 : Smile01
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Sometimes, when I think I am done editing ActionLists or cutscenes, it ocurrs to me that I needed an action before 0. I tried adding an action and rewiring it so that it goes to 0 afterwards, but that