Hmmm those checks might be enough. Maybe. Perhaps. There's still a risk an action list is running and the player is about to say something, and a load of input related dialogue pops up just before. Not sure what would happen then. I imagine they mig…
No. It's to determine when changing an input device, which could happen at any moment, if it's safe for the player to say a comment ("Oh, we're using a keyboard! I used to have stuffed keyboard when I was a baby. Good 'ol Mr Keys..." (I sh…
There are three ways without code.
1) There is a camera shake action you can use in an actionlist but this more geared torwards sudden and one shot shakes.
2) Parent the camera to a empty game object (call it something like Camera Arm), put an ani…
If you're using Rewired you can use this script I wrote to detect when an input device is used and trigger an actionlist. The setup in the example script is if a control pad, or mouse & keyboard is used:
https://adventurecreator.org/forum/discu…
I've gone ahead and figured it out. Script and example is shared over here:
https://adventurecreator.org/forum/discussion/11838/rewired-integration-detect-input-change-and-run-actionlist-script#latest
All this info is gold. Super valuable.
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The UI Cursor is showing, but is always visible outside of menus, even though 'hide cursor when locked in screen's centre' is true
Is that a bug?
I find a step by step example setup or walkthrough goes a long way to getting started with something. I'm still having a lot of trouble with this / not understanding how things should be setup.
For insight, this is how I've understood and approache…
Thanks Chris. That script addition does indeed seem to calm things down.
However I've run into a rather worrying issue with the simulated cursor approach. I have a two monitor setup, and if I build the game, and play it fullscreen, as I'm playing I…
Ok, I think I've managed to make it feel a bit better by juggling values in Rewired and GameEngine, but only by making one super small and the other super large:
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I don't know if that strikes you as being sensible (it's massively differe…
Thanks.
So far, my input method has been 'Mouse and keyboard', and after integrating Rewired I managed to adjust it to give a nice sensitivitiy to movement of the first person camera. Everything was good.
I've tested setting the input method to 'K…
That indeed seems to work (could of sworn I tried that setup yesterday!)
I set them up as two prefabs, and placed them in each scene:
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The only warning I get now is Rewired complaining it's finding two objects of itself on a scene change …
Making it a proper AC cutscene solved all the issues. Now the sequence plays and if the player brings up the pause menu, then resumes, the sequence continues without issue.
I also took the opportunity to better plug my custom game code into AC's st…
I'm ashamed to say despite using AC for so long I've never touched cutscenes (I've just been making everything as interactions / action lists). In this case there is no gameplay during the sequence, so I'll try and set it up as a cutscene and see wh…