Did this have any further consideration? Currently, I’m using a variable check and set on a component variable: I have a false bool, if false I run one line of dialogue then switch the bool true, then each subsequent time the check returns true and …
Thanks, I have no idea what happened but I updated and it's not giving those errors (maybe I reimported the same version?)
I have a few errors now from custom scripts, I believe related to the recent api changes:
Assets\ScummVerbLine.cs(89,36): err…
Spectacular update! As always, I don’t know how you manage it, Chris 😄 Big thank you to all of the help on-and-off with getting a perfect 1:1 scumm-style template working, has the download template been updated with the new features?
This is a necrobump, but it would be really cool if there was out-of-the-box support for a “decoy” or “clone” NPC that could easily be used for both types of mirrors, wall mirror (left/right animations flipped and front/back animations flipped) and …
Okay, this is set up exactly as you described and they do the same thing: https://gfycat.com/babyishfittinggrackle
(Image)
I haven't changed anything in this project since I sent you the project .zip other than the changes you specified with Ve…
Has anything changed with the new script being used for sentence hold or with recent updates? I can't left-click the inventory items to select them for using (right-click is working great): https://gfycat.com/famousvenerateddeinonychus
This is how …
Somewhere along the line we've lost holding the text in place until a Pause Gameplay action is unpaused or finished:
You can see the door opening and closing actions pause the gameplay for a second, then control is resumed and he speaks, but the te…
Can you explain it once more, I've tried removing the old script and the text stops showing entirely, is txtVerbLineCopy taking over as the main line now?
EDIT: Oh, okay, so remove the txtVerbLineCopy entirely, can I also remove the blackbg object?…
I placed it like this:
private void OnEnterGameState(GameState gamestate) { if (gamestate == GameState.Normal) { SetOverrideText(string.Empty); } Debug.Log("Enter GameState…
https://gfycat.com/unhappymedicalcanary
If Run in background and Play in background, clear immediately.
If Pause Gameplay and Play in background, text sticks.
If Run in background and uncheck Play in background, clear after dialogue has spoken.
So…
"gamestate" that gives me an error: Assets\ScummVerbLine.cs(78,45): error CS0103: The name 'gameState' does not exist in the current context
Here's what happens when I change parts of the action, and also when I change the action that cle…
Here's an example of how I'm getting trying to get it working: https://gfycat.com/decimalartisticarcticduck
The textbook is a "run in background" type interaction, the flyer is a "Pause gameplay" type action. The first one doesn…
Okay, it might have something to do with:
interaction.actionList.actionListType == ActionListType.RunInBackground
If the inventory interaction is Pause Gameplay, the text needs to be held during the interaction and restored once the interaction is …
What exactly should trigger when the inventory interaction is finished? If the others are clearing when he reaches a hotspot or when a hotspot walk is cancelled, neither of these will apply to an inventory interaction.
Okay back to business, the inventory still sticks the sentence: https://gfycat.com/livelyacclaimedgoitered
I believe the reason it sticks non-inventory sentences afterwards is because the bool is still true, only OnHotspotReach seems to turn it bac…