No it is not. The trigger actionlist has one action which ends before the cutscene has finished. Here's a screenshot of the trigger action list:
(Image)
And here is the cutscene it calls (keep in mind I have disabled the autosave for the cutscene…
I'm not 100% sure, but from playing around with the 3D demo most of the time when "return to last gameplay" is used, the intended camera is to return to is actually the original NavCam1, which is the player start cam.
I actually tested ou…
I tested it in the demo scene and in one of my other scenes and it seems to work fine.
I should probably elaborate on the trigger and the scene I'm in:
This is my big terrain scene, and I have many triggers which move the player from one "sce…
It's strange because when I upgrade AC I typically do include that references asset file so that I need to reset the managers to my managers, and this time was no different. As soon as the AC update was imported I reset all the managers to my specif…
Just updated to 1.43a and I encountered a MAJOR problem:
Every action in my project (scene based and asset based) that previously affected any variable has now defaulted to Variable: Set "Played Intro" = False or Variable: Check "Pla…
I'm not seeing any other problems related to collision, the error seems to be the main problem and generating the error seems to be what's causing these slowdowns.
For example, I tried to run an actionlist in which I added 3 items to the scene but w…
That's along the lines of what I was thinking- just some way to streamline the process so that only a single function needs to be called in order to gather the speech and then show it in a customized menu. Do you think you'll try to work on this for…
Excellent, thanks. I got it to work, though it's still a bit messy overall- the Simulate drop down still has the "button" and "axis" options, but the script only works when the "button" option is chosen, even though you…
I'd also like this function. I've been using a "dummy" player character with the kinematic setting checked to accomplish this effect- in my case the character rides on a horse and is parented to the horse.
Edit: Not sure what I did to it, but now it's not working again.
namespace AC
{[System.Serializable]
public class ActionSimulateInput : Action{public SimulateInputType simulateInput = SimulateInputType.Button;public float simulateValue = 1f;public …
So this is my horrible chop and swap attempt at an Input: Simulate Input action- note that the GUI portion works well enough so I haven't included that code. The function of simulating an input however does not work. Am I close at all or is it way o…