Thanks Chris, I did originally look into using Inventory Properties for this purpose, and discounted them as they were read-only
If it was at all possible, it would be absolutely AWESOME if they were updatable. I can think of a load of use-cases fo…
These are the source test variables -
https://www.dropbox.com/s/oqmvpmksemyipmx/ATestVars.jpg?dl=0
This is the expected behaviour, as seen when using Variable:Set -
https://www.dropbox.com/s/qh55z40c55cmo3o/CorrectBehaviour.jpg?dl=0
This is the …
All you need to do is to change the variable names in the Variable Manager, to insert slashes as appropriate, and the relevant ActionList drop-down lists will then be populated already grouped (apart from a little bug I've noted elsewhere)
What is …
p.p.s. you can ignore the small p.s. in the above post (unless you feel it's something that would be worth implementing, of course)
i've found that if i use "Unhandled Inventory Interaction" on the Hotspot itself, in combination with &quo…
good grief! i've just tried it, and you know what? adding slashes DOES have that effect
if only it was in the manual, or something
...
hangs/head/in_shame
i think i DID read the manual once... some years ago... in the olden times... anyway, i'm …
Could I add my vote for this type of feature (or something like it) too please?
I also use prefixes, and sort order, to group global variables, but even so, once you get to a certain point (when the drop-down list stretches to more than one screen-…
Hi Chris. I decided to create a test package from scratch, to ensure that none of my own modifications were muddying the waters any, and when I came to test your fix in THAT project, it...
...worked like a charm
Soooo, I went back to the original …
Hi Chris, I've tried the fix, but it doesn't seem to be working for me
I've put a debug statement directly after that line, and that shows that fromParameters[i].gameObjectParameterReferences (and consequently externalParameters[i].gameObjectParame…
To be honest, I think I really need to rewrite all of these ActionLists to use the Hotspot GameObject parameter to identify the related NPC, as discussed in a previous thread, and ditch some of the convoluted logic that I'd originally written
I sti…
The issue was specifically with "Reference Scene Instance" parameters
I was simply using ActionList:Run to pass the data across, but a quick test shows that running a sequence of ActionList:Set Parameter and then ActionList:Run seems to w…
on reflection, i guess one solution would be for the top level ActionList to call a series of ActionLists (e.g. "StopActor", "TalkToActor", "ResetActorOnPath", etc), each of which gets passed the "ActorPrefab"…
Yeah, agree with everyone else, this looks like an awesome release. The Objectives feature is a direction I've always hoped AC would move in - edging towards RPG territory, while still keeping true to its Adventure roots
Thanks Chris
I've actually got it all working by using the per-character Sorting, Scale, and SortMap settings (with the characters temporarily put into a new Sorting Layer, to ensure that they're above everything else in the Scene)
The one thing t…
1) I thought it would probably be something like that, but it seemed worth bringing up anyway, because it's a bit confusing when encountered for the first time
2) The full message is as above, but with the name of the actual Marker instead of "…