Ah thanks, this worked! FYI adding this code also changed a few of my Engine: Check Scene actions to Engine: Change Scene actions (not sure why it did this in one scene but not any others), but after I fixed that it seems to work perfectly!
Thanks …
For the "Inventory Interactions" setting I am using "multiple" because I would like to be able to select, use and examine each inventory item, and that isn't possible using "single" inventory interaction mode.
In "…
Excellent! That works perfectly, thanks!
Edit:
Ah- this also makes mouse movement rotate the camera as well when the cursor is unlocked. I want to find a way to move the camera without moving the mouse, while at the same time moving the mouse witho…
That did the trick, thanks. I used a depth of 1, and set the PM GUI to -2, and this seemed to work, strangely enough.
I also had another thought about a way to use the AC menu sliders as gauges. If there is a way to link a slider to a global variabl…
Okay I see how it works now (besides the i key still not functioning properly but I might just set that up with playmaker).
One final question- I see that cursorhorizontal/cursorvertical moves the camera only when the cursor is locked to the center.…
I think I figured it out on my own. It would be a bit complicated to show with screenshots, so I'll just try to explain briefly in case you're still curious:
I want to run a "combat" FSM when the player clicks on an enemy with that FSM att…
I see, perhaps I can just alter it in my own project. I assume the appropriate script is:
if (playerInput.IsCursorLocked () && settingsManager.hideLockedCursor) { DisableHotspot (true); return; }
in the playerinteraction.cs fil…
So after a bit more testing, it seems the "Hide cursor when locked" setting is the culprit here. When it is not checked, the hotspots are active in both cursor locked and unlocked modes. So it looks like there is a bug at play when the &qu…
Okay, you've helped me figure out what my questions are, so I'll post some other topics about the other questions.
I'll keep this one about the first person view problems I've been having:
The way I have it set up now in the settings manager is fir…
1) I tried mapping CursorHoizontal to the q and e keys, and it worked while the cursor was deactivated, however, when the cursor is again activated, it stops working. The view appears to be locked with the cursor is active. Is this supposed to be ha…
I can't help with #2, but #1 shouldn't require any scripts at all. You can do the seed texture in a number of ways-
-create a plane game object and give it a decal shader with just the "seed layer" texture as the decal and have it be move…
I've had to do this for torches, and it's actually a simple matter of doing a couple object: transform actions after the player picks up the gun.
So, run the game in the editor in windowed mode so you can move things around in the scene window. Play…
If I'm understanding correctly, I don't think AC can do exactly what you're asking for without custom code.
However, I think there is a way you can simulate what you're looking for using two separate menus.
1. Create one menu with the appear type &q…
I hate to be the bearer of bad news, but I think this fix made things a bit worse.
First off, it looks like the RuntimeVariables script was not automatically renamed to RuntimeVariables, so upon importing, we have two GlovalVariable.cs scripts. This…
I've been trying to research this problem, and I can't find many mentions of it in my google search- the few I've seen are from around 2011.
I found a thread from this past February in which someone says that they can play music while the timescale …