I was able to get this working by editing PlayerMovement.cs. However it was a disaster.
What ended up working good for my game, is toggling between 'Tank Controls' and 'Relative To Camera'.
When the player is normally walking around, Relative to…
Yes, Tin Pot got stuck trying to go up a slope that was too steep. I found a solution:
In Char.cs I've made a new function to check if the player is standing on Flat Ground, Facing Uphill, or Facing Downhill (float groundState: -1 = downhill, 0 = fl…
Very confusing problem. But I've found a fix:
This seems to be related to upgrading a project from Unity 5.x to 2017.x. If you import the /ProjectSettings/ from an older project in to 2017, it seems to have error with physics, but only upon building…
Thanks Alverik! I've tired to implement all recommendations you've made and it's a lot better now. Also now using Behavior Trees for AI:https://www.youtube.com/watch?v=2rPyX8NZ5PI
I have made a tutorial about the procedural animation system, using …
The combat is mostly all custom made, and it's not that great. It doesn't "Feel" very good, so I really need to improve the combat system and maybe use an asset if I can find one.
Scripting the AI for the combat was pretty complicated, so …
Thanks Chris, I have this working with the following check in PlayerInput.cs at line 291:
else if (CanClick ()){ dragStartPosition = GetInvertedMouse(); ResetClick(); ResetDoubleClick(); // Check for dropping an item if (KickStarter.r…
I split it into 2 items because it ended up being much better that way anyways. It's easier to treat the EmptyFlask/FullFlask as completely different interactions with different actionlists.
However, FYI no matter what I do I cannot change the runti…
Thank you! I was able to get it working like this:EventManager.OnHotspotSelect += OnHotspotSelect;
private void OnHotspotSelect(Hotspot hotspot) { if (hotspot.name == "Player") { if (KickStarter.runtimeInventory.SelectedI…
"It is, but this time only through coding. This time, you'd want to use the OnHotspotInteract event to change the item's syntax when hovering over the player's Hotspot."
Unless I'm making a mistake, there are no events triggered when HOVE…
Assuming you're just using Unity 5.6 Video Player Component, you can use their API (https://docs.unity3d.com/ScriptReference/Video.VideoPlayer.html) to change the video which is being displayed on the texture by setting VideoPlayer.clip:https://docs…
You can now make an ActionListAsset variable:public ActionListAsset actionList;
And then assign an ActionList via the inspector, and call it with:actionList.RunFromIndex(0);
Has the function been added to get an Inventory Item's Unity UI element, preferably the RectTransform? I can't seem to find a way to return the RectTransform (or Image component) of an InvItem.
For example, given Event OnInventorySelect(InvItem item…
Cool, thank you.
The only script I had to edit was PlayerInput.cs at line 1151 where:if (activeArrows == null && KickStarter.settingsManager.movementMethod != MovementMethod.PointAndClick)
I need this function to still run when PointAndClic…
Huge thanks, I went ahead and just will use custom scripting. Here's a custom script which will enable the player's hotspot only when an inventory item is selected:
using AC;public class HotspotControl : MonoBehaviour {
private Hotspot myHotspot;
…
- I've attached a Hotspot to the player and also a RememberHotspot script.- I've set "Hotspot state on start" to OFF
I only want the player's hotspot to become active if an Inventory Item is selected, as it normally does not make sense to …