-
Though, currently Action #15 (the "failure" branch) will only run if the value > 0. If you want it to run at all times that Action #14 does not run, have the first Variable:
-
Cannot find Element 'Graphic' within Menu 'Label' (From Action #1 in ActionList 'OnInventoryAdd').
-
is never displayed. Instead the texture of page#1 appears with the text of page#0 and so on.
-
Just noticed there are more Player data. #1 and #2 and #3 all say Hub_street
-
With this technique, the encryption steps (#3-#5) would only be necessary to get saving working. Steps #1-2 would need to be done first, however, and would be tricky since you'd only be able to acces
-
--> Child #1 (rotate this manually in Edit mode to have face the right direction)
-
#1> Void AC.AssetLoader:UnloadAssets ()+0x0 at Assets\AdventureCreator\Scripts\Static\AssetLoader.cs:[243:3-243:4] C# Void AC.SaveSystem:InitAfterLoad ()+0x11e at Assets\AdventureCreator\
-
inside the Teleport function (around line #1555 in the latest release). Add the following afterwards:
-
#1 DebugStringToFile(DebugStringToFileData const&)
-
#1 DebugStringToFile(DebugStringToFileData const&)
-
For now, I am simply renaming the dialogue options ("Slot empty" when the requirements are not met -> "Play record #1" when the requirements are met) and pl
-
-
It seems that The action doesn't care about how many skins I add, it's always on #1
-
I'm having the same issue with sorting maps - they work fine if I'm testing only one scene, but if I start scene #1 where the NPCs are, switch to scene #2, and then go back to scene #1, I get sorting
-
(1) foodDrawer.Add(1, 10); will not add 10 units of item #1 to existing item #1 stacks in the container. It will add them to an empty slot. This is not an issue unless the slots are already taken; the
-
I've built the Resolution Chooser outlined in the tutorial at https://adventurecreator.org/tutorials/adding-screen-resolution-option
-
In the "Clavier" menu, if I drag "Touche1" from the "Clavier" Prefab into the Linked Button box of Button #1, it works.
-
Hey! I have a sound object in scene #1, and I'd like it to survive across scenes. I moved it to the root of the scene hierarchy, and selected "Play across scenes"? When I switch to s
-
create 20 Inventory items, and assign user #1 to items 1-10, #2 to 11-20 etc.
-
3) On the character inspector check "use expressions" and add as many expressions you need with custom names. Keep note of the ID of each ("expression #0, #1, #2 etc..). The