"Your screenshots show two OnStart ActionLists and moments of gameplay"
Yes, two separate scenes with two separate player characters. I meant to demonstrate that the skipping issue was occurring at the start of the scene for two different …
Updated recently and noticed that scene skipping causes player to de-activate. I'm using player switching and can skip scenes with no problem with the default player, but for players other than default, skipping a cutscene in which a Player: Switch …
Yay!! Lots of goodies in this update.
That's really nice... trying out the scripted actionlists it seems you can either convert the script to an actionlist asset while it's running if you attach a cutscene script, or you can use object>call even…
Took me a while to realize that Conv Timer Changer had to be attached to every conversation that had a timer. (Even after a year, when this was originally posted, I'm still terrible with the code side of Unity...)
Thank you for all your help.
Thank you! I looked at the custom actions but quickly got stumped.
Unfortunately, when I put this script in the Actions folder I get this error:
The script '...\TEoA\Assets\AdventureCreator\Scripts\Actions\ActionLipSync.cs' must derive from AC's A…
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After updating, I noticed that the verb started showing up above hotspots with single "Use" interaction checked. This worked fine before when there was no verb and I just wanted the player to be able to click on the hotspot that w…
Wow! That works great! I'll check out Dialogue System since I got it in a sale a while back and it looks like it also imports CSV, but the simple text to nodes may be all I need. Thank you!
Brain worked fine... however, my default player works as expected in other scenes. Only in this scene is there the problem with pathfinding. Screenshots of navmesh, player, scene settings etc: https://drive.google.com/drive/…