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godatplay

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godatplay
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  • Thanks so much, Chris, nice work! :) We've done so much custom work on AC it will take a while to merge, but I think we'll get there eventually. Until then, I'm glad this is updated for other people. Seems like people don't do this much (which makes…
  • I have narrowed down the issue and can reproduce it! First of all, it's not a permanent loss and does in fact come back if you roll back a commit (I just had to roll back farther than expected). It seems like unchecking actions from the ActionsManag…
  • Ahh, that explains it, thanks. I'm simply not using it as intended. No wonder, haha. Does it do any harm to just comment that line out? It just seems odd that there would be a checkbox option and then it just gets reset at some point. But does it ge…
  • Progress! I believe it's due to the fact that when moving to a marker, BuildNavPath in Paths sets affectY to false.  Is this a new change? And why is this exactly? The Player prefab has Override gravity checked, shouldn't it stay that way? Why is it…
  • Such a great update! Thanks Chris :)  I was just wading through a huge ActionList yesterday and yearning for the node editor. It'll really help, as even simple logic with multiple objects can turn into 20 or more actions.
  • This looks really great! Nice work Chris :) Maybe instead of checking nodes to copy/paste, you could marquee-select them instead. And highlighting the currently-running action would be great. To me, that is actually more important than other node-ba…
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