Man! It worked. Just unchecking revert to defaults prevented them reverting when the conversation starts. Still not sure if that's meant to happen, but for anyone else who needs it, this is how you fix it! It was so simple - staring me in the face t…
Yeah no worries.
This is what I have:
https://imgur.com/JfNbsmo
An object in the scene - in this case, a pack of cigarettes. It has a hotspot on it that I interact with through this bit of script:
https://imgur.com/aqWgvMQ
This starts the local,…
For a basic arcadey racing game specifically, you need to mess around with the way the character controllers work so that turning can be done as you're moving forward or backward, but the tank controls are a good basis.
I mostly used action lists a…
Hi Chris, I'm sorry that I keep pestering you, but I have another odd query.
Is there any way to maintain the Actionlist parameters fed into an actionlist asset, when part of said actionlist has a conversation?
I am using dialogue to ask the player…
Oh, and if it helps, I recorded a video of what's going on - bit hard to make out, but the parts where nothing much is happening is where I'm spamming interaction B lol
https://streamable.com/owjw0p
Whilst not quite the same thing, I have resident evil style combat in my game. Originally, I built it entirely as Chris suggested - using item properties, and global variables, and controlling their interactions primarily through action lists.
I sti…
Ah! I wondered what the slot parameter was for. Awesome! Thank you. I'm using an InventoryBox, and definitely doing it within the OnMenuElementClick event too. So this will sort it out perfectly!:)
Thanks Chris, Sorry for the delay in getting back to you.
Here's the settings in the menu.
https://imgur.com/a/N9OsgZn
Edit: SOrry, I didn't see your second reply! That's awesome, thank you so much - it should do the trick perfectly!!
Figured I’d ask here since it is pretty related - is there a way to check how many inventory slots have something in them, as opposed to the number of items carried - which I’m assuming, from playing around with it, includes stacked items.
Idea is …
Thanks Chris! You gave me enough to get it all sorted anyway - but assign inventory certainly makes it cleaner!
I’ll probably have another question for you regarding limited inventory playing nicely with stackable items but I’ll see if I can get it…
Hey, thought I'd run this code by you as my solution:
public override void AssignValues(List<ActionParameter> parameters) { //itemID = AssignInteger(parameters, parameterID, itemID); ActionParameter parameter = GetParamet…
Sweet, thanks for that - I managed to get an image displaying, for some reason though, it will always default to the texture I’ve hooked up to item(0) though. Seems to be some kind of issue with the way the parameters load into my action perhaps?
I…
one other question, but how would I go about using a string property to load an image from resources instead? I figured It would be easier to have a bunch of sprites there and just use them whenever I need a close up to free up the inventory item's …
I implemented the above action, but was running into the issue where the override float wasn't returning a value - am I right in assuming that if I request it to return 0f, that would let it run once and carry on with the rest of the actionlist?
I'm…
Chris! You're a legend - I hadn't even considered writing custom actions!
Haha this will make it 10 times less fiddly than what I'd been messing about with!
Simplest way is to check the number of items the player is carrying, and prevent them picking something up when they’re at the limit. Set up as many inventory boxes as you need, then remove the scrolling arrow buttons (if you want to display everyth…
Hi, sorry to dredge this up, but I'm curious as to how you'd recommend I run this script. I can attach it to the unity button that does the "use" function, and have it run as an event, but would it be better to instead have it linked throu…