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Joakim

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Joakim
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  • Thanks for the answer Chris! We will try importing the latest Speech/Dialog script files since upgrading AC completely is not feasible for our project.
  • We use AC 1.56c and Unity 2017.4.26. With this setup we currently only have problems of type "particular voice over stops playback before end" which we solve by adding 0.5 seconds of silence, we still don't have problems of type "som…
  • I have just realized that I actualy only need to adjust scale for my UI to make it bigger, no need for some more complex layout changes afterall, so I just attached script which changes scale of the root object when needed and this works! Using Ani…
  • Chris thank you very much I missed  the offset values option, that should do the trick. Cheers Joakim
  • One more question related to this, is there a way to have this functionality:we have binded inventory item to cursor, now when our item sprite overlaps with any part of sprite, we can use it on this hotspot. I am asking all this questions because so…
  • Ah cool, did not think of that : ), thanks ! Joakim
  • quote:"I'm not sure if ActionList2 is now contained within ActionList1 - I was thinking it would be the other way around." Yes I said it wrong, ActionList2 is now contained within ActionList1, not the other way around.I will consider scree…
  • And dont forget to declare int VariableID, and that's it. Now you create separate aciton list containing your multiple choice with all the options and logic,add and set testVarX = true as last action of this action list.Next you create "master …
  • then modify ShowGUI() function override public void ShowGUI(List<ActionParameter> parameters)         {             temp = EditorGUILayout.TextField("Security var id:", temp);             bool result = int.TryParse(temp, out Variab…
  • First Modify Run() function else           {               if (listSource == ListSource.InScene && actionList != null)               {                   if (KickStarter.actionListManager.IsListRunning(actionList))                   {        …
  • My solution went like this (comment character limitations does not let me to put everything in one comment). 1. Add global variable "testVar1" and add action "set testVar1 to true" at the end of the action list which uses action …
  • Hi Chris, thanks for the answer. If I run ActionList2 off the end of Conversation in ActionList1 that means that now there is only ActionList2 and no more ActionList1, ActionList1 is now contained in ActionList2, am I right? If that is what you prop…
  • Just to add one detail,  when manipulating visibility of menu with appear type "During gameplay" through Actions it is enough to Lock/Unlock menu (as Chris said), no need to turn it off/on, moreover AC will give warning that you are turnin…
  • Update, I'v managed to get desired functionality with different approach. Instead of listening to BeforeSceneChange / AfterSceneChange events i just implemented the logic which checks in each scene Awake() if for this particular scene we need to tur…
  • I am using this just in my loading scene.Now I unset events in OnDestroy and I have only one call for each function, cool. I use asynchronous loading with delay set to max (1 second)But still, the timing of function calls is identical, both MyOnBefo…
  • Chris thanks for your answer. My InGame Menu's Appear type field is set to "During Gameplay". So if I switch inGameMenu.TurnOff() with inGameMenu.isLocked = true, and inGameMenuTurnOn() with inGameMenu.isLocked = false, my script should d…
  • To elaborate a bit more. I found out that Loading scene is, quote from AC: "Bypassing regular AC startup because the current scene is the 'Loading' scene." So on start does not get executed for loading scene. Now I am trying to achieve m…
  • Chris thank you very much. I went for the Object: Send message Action, and it seems to work. All I had to do is add Object: Send message action to my scene OnStart ActionList, set "Message to send" to Custom, slot my NPC prefab as object, …
  • Just to elaborate a bit more, if I set my NPC position through "OnStart" ActionList, through actions, this works. But I would like to avoid implementing logic through ActionList for each scene (if previous scene is this then teleport NPC h…
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