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ChrisIceBox

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ChrisIceBox
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  • Are you referring to an ActionList asset, rather than a scene-based ActionList like a Cutscene? I'm not sure how to reference asset files by PM, but you can have a Cutscene reference an ActionList asset by placing a fresh one in your scene and sett…
  • Moving components around between the GameEngine and PersistentEngine will absolutely break your game - each is where it is for a specific reason, and must not be changed. If you want to read ths IsInScriptedCustscene value, you could write a simple…
  • You can - see the options at the top of the Actions Manager to change the mouse-wheel to affect the zoom.  While in this mode, you can still pan by holding down the middle-mouse button.
  • Yes - you can use the Engine: Manage systems Action to disable both the player movement and interaction systems.  This is best placed in your Menu's ActionList when turn on / off assets so that it's automatic when the menu is open.
  • OK, been through it. Not suitable as-is for inclusion, as the process adds too many buttons to the ALE.  However, if I'm reading your principle right - the idea is to have lines shown in the correct order when exported as a "Script sheet"…
  • As a test, leave out the Trigger12 Action, and simply have the two GameCameras activate, wait a brief time, and then de-activate - with the MainCamera doing the opposite.  The two Actions you've posted should work fine - I've tested the code - so it…
    in Camera Comment by ChrisIceBox July 2017
  • Thank you for the feedback.  I should say that AC's internal menu rendering mode (Source: Adventure Creator) is really more of a prototype mode by this point - and you should eventually switch to Unity UI once the functionality is correct.  However,…
  • What is the main advantage of positioning in 3D space? You're correct about the effect of the "I'll position my characters in 3D space" option.  Screen Space mode basically means that characters move in 3D (i.e. towards and away from the …
  • Actually, the upcoming v1.58 update is set to include the ability to prevent Interaction elements not associated with the clicked Hotspot from automatically hiding themselves - this should allow you to recreate exactly that.
  • Which idle animation he plays is not based on any standard parameter - it would be one that you incorporate into your Animator Controller yourself. For example, an integer parameter named "Idle anim type" could affect which idle animation…
  • Not in the same way you can move Players, but you could try using the Object: Add or remove Action to load him in at runtime from a prefab. However, that's not ideal because you want scene objects to refer to him easily - e.g. Cutscenes that might …
  • It means that each dialogue line will be given its own instance of the Subtitles Menu, as opposed to the same one being shared by all. This means that, if two characters were to speak at the same time, each could have their dialogue played on-scree…
  • Any AC ActionList, asset or otherwise, can be invoked by calling its Interact function.  This can be done via sending a message through Playmaker.
  • I've looked into it, but unfortunately it's not possible to have this work in a way that's satisfactory.  I will update the documentation to warn about this limitation.
  • If you want icons to be selected via a Menu before clicking the Hotspot, then CITH is more suited. If you wanted to control which cursor is active when hovering over a Hotspot, then you could make use of the OnHotspotSelect custom event to change i…
  • It is not possible to separate lines where the Action has Run in background? checked.  I will make that clear in the next update. You can, however, uncheck that box and have the whole ActionList asset run in the background via its When running prop…
  • Sorry, I was under the impression you wanted the Inventory menu to be at the bottom - is that not the case?  Your image shows two sets so I'm confused as to which one is correct. You can adjust it's position with the Position field in the Menu Mana…
  • It doesn't look like you're deactivating them through your own scripts, which means it could be the third-party asset that's doing it. You can either look in the code of that asset, or just activate it as part of your Action:GameObject.Find ("…
    in Camera Comment by ChrisIceBox July 2017
  • Incidentally, the upcoming v1.58 will include the ability to turn Active Inputs on and off at runtime.
  • See the wiki.
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