First off, really REALLY appreciate this level of feedback. Your customer support is second to none. :)
I'd actually already tried most of what you were talking about- I got it working both as a custom action and as a conversation, but all non-co…
Wish I could go back and delete my earlier posts, cause I feel like they were longwinded and still didn't explain the goal very well. Much easier to follow version:
Here's the Truth Doubt Lie UI.
(Image)
Here's the full checklist of what I want to…
Tiny addition to the post above: I know I could just manually play these animations in the cutscene, but this UI is going to come up A LOT, and if I have to make six animation nodes every time it comes up, I'm going to be real frustrated.
Oh, wait, new problem from using conversations: I can't animate it differently depending on what's chosen!
So when I choose an option in a dialog list (Truth/Doubt/Lie) I can't play a separate action list for each button, like I could if they were …
I've got a point in a cutscene where I need to take the player's input, but it's not a conversation. Skipping past it is a problem! But this happens quite a few times in my game, and making a new action list every single time that input screen com…
Hmm, but skipping always stops when it gets to a conversation. That's not possible to emulate with custom actions?
I'm guessing that has something to do with how conversations technically, behind the scenes, break action lists into separate chunks,…
Whoops, just got it! Can't make my custom action inherit from "Action": It has to inherit from ActionCheckMultiple. As in,
public class ActionTDL : ActionCheckMultiple {
Hope future googlers find this helpful. :)
Okay, I made a pretty simple script to get what I was looking for.
using UnityEngine;using System.Collections;using AC;
public class TextScrollRandomizer : MonoBehaviour {
//This script randomly changes what a character's textScrollClip sound is…
That's close to what I'm looking for, but not quite right! After a lot of experimenting, I've discovered that OnStopSpeech (and OnEndSpeechScroll!) behave pretty inconsistently. They only seem to activate at the end of a full dialogue box, which i…