* oh that blank "action list run" in timerFailCheck, is just from experimenting, trying to find the issue. Forgot to change it back when taking the screenshot. You can ignore that, as it runs "song_1_FAIL"
I had to add extra kill actions because those actions weren't always being killed correctly so I needed the failsafe (though I think that issue is related to the main issue here).
The timerSet Action is much more complicated and runs animations and…
The actions are set up like this:
Action “song_1” (runs in background)
Run “timerSet” action (run from start)
Set variable “K3” = 1
Check&…
Okay, I think I found the missing component. It's all of the above plus having an action list on the Subtitles menu When Turn Off, that's set to Pause Gameplay When Running.
Steps to reproduce: 1) Set up a direct controlled character (ignore gravit…
Hm, It happens every time with those steps, for me, so it must be something else I'm doing. I can mess with it more and see if I can figure out the actual cause.
I'm using Unity 5.6.5f1 (64-bit)
In my new scenes I'm working on currently, if I go through one door (no matter which) it will play the sound the first time, then ALL doors (in all scenes) won't play the sound any more.
I don't use loading scenes. The fade varies but the majority of them are .25 sec. Removing all actions besides Play Sound and Scene Switch has no affect (sound plays once then never again). Removing all actions but Play Sound, then the sound plays e…
Yeah, adding that engine wait workaround is working for me. So it's not an issue anymore, I was just trying to help you see if you could determine the root of it. I can probably get something together to send you, if you still would like to investig…
That was one of the first things I tried out, it doesn't seem to have any affect. I tried turning them off again with the wait in there and experimented with different wait times; the wait is still solving the issue and doesn't change with transitio…
Sorry for the delay, I was away for the holidays.
I tried lengthening the transition times of conversation and subtitle menus but the wait time didn't need to be adjusted (wait time still worked as a fix even though it was shorter than transition t…
@Alverik I disable the cursor on boot up with engine: manage systems and also have it set to "never display" in the Cursor manager. The hotspots are set to player vicinity and nearest only. I don't change any of these settings during the …
The action itself doesn't matter - I've tried adding just a blank action in there and tried all the different settings: pause gameplay, run in background, is skippable, etc. It seems to be just the fact that there is an action at all. The action I'm…
Any ideas for a fix?
Right now the only solution I can think of is to remove the ActionList from convo "off" and then manually go through every conversation in the game and place that action on each possible end for every conversation. I'…
@Big_Cow Oh, nice! I've seen that around too and thought it looked good. Funny enough, I think I looked up your game when a YouTuber mentioned it while playing Sally Face, because the first line is "It was just like the last time, only this tim…
Okay I updated AC to the latest version and I didn't have to go any further than your first suggestion to figure out the exact cause of this problem. If you have an ActionList of any kind in the Conversation "when turn off" it will cause t…