A year later and I'm just going to add something to this that might help people like this script helped me(thanks gferrari). Sorry never added to a wiki before I've no idea where to start.
If you want this to also check the position is on the A* gr…
Ah! Could it be because the conversation is in wait until finished mode, and the other action lists are calling for it to finish when their own wait function ends?
Looks like it's being caused by any wait being called in a background action, whether it's wait until finished or just the straight Engine: Wait action. This is really not ideal for me, as I have NPCs having the odd wander.
I would just set them to…
So! Upon further investigation this isn't to do with nodes at all, but walk to marker. Once an NPC reaches their marker something is being called that is cutting the dialogue. I would remake this whole topic but looks like you can't delete a post.
Looking into this further it appears to be being caused by the NPCs that are following paths in the background. When they reach a node point it is cancelling the dialogue list.
There are no actions on the path node points, only wait times.
Side No…
Okay so this is actually nothing to do with action lists finishing as I've managed to replicate with no other action lists running in scene. I have got no idea what's causing this to happen now. I'll try and diagnose further and provide some more he…
Still going with this. Showed it off at EGX recently and had an awesome time doing so.
Heading to DreamHack in June to show a new area of the game: the Mimic House quest. One of the guild's in the game is a pest control union. Of course in a fantas…
I had big hoop dreams to write up something in December, but such is life! I've got a spare ten minutes and remembered this forum post. So, here's the short version of how I did it:
* Write a script full of beautiful variables like damage, fire pro…
I've had this solved on the discord channel by the extremely helpful Alverik. In case anyone searches these forums with the same issue I'll leave this up.
My goof was the following: I hadn't set the Quest class to be public. I am a goon. Thanks dis…
I should have added the full script here, and noted that this scriptable object works fine with my other custom actions.
/*
*
* Adventure Creator
* by Chris Burton, 2013-2016
*
* "ActionCheckTemplate.cs"
*
* This is a blank ac…
They weren't cutting holes into the nav-mesh no, it seemed to bake normally. Likely just me being a Unity derp, but as long as I've figured out how to stop it happening I'm happy.
Hi Chris, apologies for not getting back to you. I've managed to fix this myself and here's what I believe the issue is:* I set up the navigation bake using Unity Navigation after a character was already in the scene
* By removing and re-adding char…
Thanks for responding so quickly Chris. I updated AC and Unity and the error persists. Here's what the error message looks like now:
"Rotation quaternions must be unit length.UnityEngine.Rigidbody:MoveRotation(Quaternion)AC.Char:DoTurn(Boolea…