Not sure if this is relevant, but you seem to be saving many times whether progress has been made or not? Would it help to focus more on isolating progress checking to global variables? Each scene can check the relevant variables and set the scene u…
I'd have to agree with Chris. Now the unity UI has matured, you should consider building all UI based menus etc with unity UI. It's very easy to get to grips with and very powerful.
This should be quite straightforward to be honest Somebody will no doubt have a more efficient way to do this with scripting and instantiating asset files, but a simple example follows: Have four hotspots named A B …
Ah poop! Just discovered the Run ActionList Asset literally just runs that asset and not an instantiated version of it. So if I kick off multiple timers they reset.
I'm happy to figure out the code if somebody can point me in the right direction?
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Yes its quite easy to script something like that. Not sure what the trigger would be? Is it that you try to talk to them and they walk away?
Lets say you want the action to start when you talk to the NPC.
Create a marker on the scene where you wan…
@ChrisIceBox that worked beautifully, thank you.
@zebbi you may also find this useful. You can restrict this to only the Action Lists you want it to affect.
I've added a layer of safety to stop it breaking AC. If you add a parameter named "P…
Hi everybody.
I finally have this working EXACTLY as I wanted. :)
DESCRIPTION:
You can now override the "Use" syntax on a per inventory/hotspot interaction basis.
For instance, if you want to use a slice of bread with a toaster OR a plate…
Not sure you can. However, it is just a comma separated text file, so very easy to manipulate. There are many ways to do it, but i'll show you how I would approach it:
1: Open a new blank sheet in Excel. Open the "Data" tab and choose &q…
Open the AC Game Editor, and choose the "Speech" tab.
Scroll to the bottom of the panel and you should see Gather Text button.
This will run through all the scenes/actions/objects in the game looking for all speech.
You'll then be able …
What do you mean by a question and various answers? You can create quite complex conversations if you need to , that could emulate a question and answer session.
Would the Question be asked by the NPC, and then you as the player answer with a choic…
Yes thats kinda the problem. If I had 10 different timers all running at the same time, i'd have to duplicate the actions on every single scene in the game (or at least ones you can visit whilst the time is running).
For instance, I have a child wh…