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Yiorgos

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Yiorgos
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  • Here you go: https://drive.google.com/open?id=1Vzh5NvbVAUKw75ZwkncagK0fRAya9XMj I've put this line inside PrepareStringForSaving: Debug.Log("Unprepared string before saving: " + _string); The error shown in the console is irrelevant. I …
  • RiddleGame is a scene-based ActionList. And I'm using the latest AC version from the asset store. Setting the default value of a parameter to ":" and using it in the "Line text" field of a dialogue, also prints COLON in-game. …
  • I tried that, and I got "* COLON *" in the dialogue. I'm using a TextAsset from Resources, encoded in UTF-8: TextAsset ta = (TextAsset)Resources.Load(RiddlesFile, typeof(TextAsset)); riddles = new List<string>(ta.text.Split(new[] { …
  • You 're the best! I'm so glad I've paid full price for this asset, I'd feel bad if I hadn't :) In case anyone needs to implement the same thing, here's my external code (called via Object: Send Message, just before displaying the question) : strin…
  • Yes, that would be good. Now that I think about it, is there a guide on how to create custom Actions to be used in ActionLists?
  • Hey, I did it. After all, I only used my script to determine the state (idle/chase/attack) based on the distance from the player. The actual actions are performed by calling cutscenes from there and AC takes care of the rest, except for damage infli…
  • First off, thanks for the swift answer. Posting a question on Saturday night and having an answer on Sunday morning was far beyond my expectations. :) I will revisit the tutorials, check my code once more and try some things based on your remarks b…
  • I was constantly getting the "CharacterController.Move called on inactive controller" warning in my build (no UFPS) after some tweaks in the scene. It appears that the issue had something to do with the NavMesh, which was not re-built afte…
  • I thought I'd necropost this instead of creating a new topic... So, has anyone implemented stair climbing? Everything I try looks bad. With gravity on, as if gravity pulls the player character down (slow ascending, fast descending). With gravity of…
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