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Rather than using this option, have the end of the Conversation list use a separate ActionList: Run Action to continue the other Actions either a third list, or from e.g. Action #10 in the first list
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Thank you! The DS actions were updated without issues.
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My instinct dictates that solution #1 seems more reliable because it only turns the sprite itself, not the whole player node. But maybe I'm overthinking this!
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Fabulous! Thank you Chris! Option #1 did the job (Image)
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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:
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Cannot find Element 'Graphic' within Menu 'Label' (From Action #1 in ActionList 'OnInventoryAdd').
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is never displayed. Instead the texture of page#1 appears with the text of page#0 and so on.
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Just noticed there are more Player data. #1 and #2 and #3 all say Hub_street
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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
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--> Child #1 (rotate this manually in Edit mode to have face the right direction)
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#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\
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inside the Teleport function (around line #1555 in the latest release). Add the following afterwards:
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#1 DebugStringToFile(DebugStringToFileData const&)
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#1 DebugStringToFile(DebugStringToFileData const&)
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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
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It seems that The action doesn't care about how many skins I add, it's always on #1
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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
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(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
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I've built the Resolution Chooser outlined in the tutorial at https://adventurecreator.org/tutorials/adding-screen-resolution-option