A question:
I have added a particle system to my spawned objects - it plays correctly on each spawned object - however when I add a particle switch component and on my hotspot of the spawned object have a message send to run the particle with active…
Hi Chris .
Yes, the vehicle has an NPC component attached and then teleported to a path that has a circular shape (obviously with very sharp corners) with a path type of "loop".
It can however only move forward and stop(Using Character: …
This is gold! Amazingly fun to use the features in all sorts of creative ways.
I just made a prototype of a train/car minigame(can't believe it can be done in a matter of minutes more or less - with help from this awesome community) where, an npc fo…
Thanks a lot Chris - I expected the Constant ID to be the issue and tried to use parameters - I missed the set Interaction Parameters component - and its now working:)
Having so much fun getting all these small things to work!
In terms of the issue,…
Ahh, I missed the marker with the Relative to Game Object - Thanks a lot Chris, got it to work!
I have added a hotspot to the prefab and added a Object Remove and selected the spawn object - however it does't remove the object - is that because ther…
Chris - THANK you! This solved it - and by adding a nice particle effect it just looks gorgeous when things are being added! and even still keeping the crafting menu visible, its possible to use the "ingredient" slots as "labels"…
Yes, the check is done by a separate ActionList.
It's for a game where you do magic - drop items into a hotspot and it gets "transformed" into something. Items can be used across different recipes.
The integrated crafting system might see…
Thanks Chris!
Yes, that is correct, in regards to looking for a way to know if the player has added all the correct ingredients on the hotspot.
The idea of of the game is like a machine where you add item a+b (or c, d etc also to make it more compl…
I have made a spawnObject Actionlist, that uses uses a random check and from those unlock a menu with inventory elements. This is being triggered when game starts.
On the hotspot I have used Inventory Interactions and made an interaction script and …
Ahh, ofcourse. Using conversation makes so much sense for a one-click solution.
It now spawn the object and a conversation menu with answers(presented as icons appears).
I'm trying to figure out:
1. You mention dialogue can be linked to inventory it…
Forgot to add: is there a way to "reset" the inventory, instead of removing each with the "remove" ? when items have been added and I test with play - these are being remembered and the new ones will be added behind those alread…
Thank you so much Chris!
As always, much more feedback than one would have expected.
The "interaction on let go" is only accessible with the lock to track drag mode - so it can't be used if its being used with "moving along plane"…
Thanks Chris.
Have had so much fun working with AC, I think it's time to get back in.
The Camera Switch feature has been so useful with the offsets and smoothing - I did a large show for a very famous theme park that was shown on massive screens.
A…
Hi Chris
In terms of the MoveSpeed, it was set to 1, similar to my player character. I was thinking that when my player moved, then the speed with change - but it's obviously using the player speed.
It seems like that is what is causing it to "…