Certainly seems a bit unique to your game, but I'd suggest having such an "avatar" as an inventory item that's placed in a separate InventoryBox element.
With inventory categories, you can mark up this "avatar" item in a special…
We'll need to know your AC version number, as well as your full interface settings. Please post a shot of your full Settings Manager - there are more options at play than your interaction method.
Deselecting an item when in drag and drop mode shou…
Nothing should skip if neither the ActionList not the movie Action are skippable. It not skipping with the Engine: Wait Action is the correct behaviour.
You say the "Is skippable" option is not the problem - but it sounds like it is, bec…
The time before skip issue seems to be separate, because if all your script is doing is calling the line in your first post, then you aren't placing the game in a cutscene mode without marking the line as background speech.
If you want the speech t…
This is a bug - the Conversation should end automatically when an option is chosen. Make whatever change works for you in the meantime, but I'll add a proper fix in the next release.
Apologies. In addition to that, you must also call the SetCorrectGameState function, which is the "safe" way to set the game state:
AC.KickStarter.actionListManager.SetCorrectGameState ();
However, I'll see if this should be called auto…
Welcome to the community, @kuronity.
You are correct that any character not being controlled must be swapped out with an NPC.
Your second question is actually the easier of the two, so I'll answer that first.
To add a timed element to anything, u…
Try using a separate Sound to the Default Sound - create a new GameObject, add the Sound component and assign that in the Action instead.
I still can't recreate the skipping issue, however. As a test, reroute the ActionList so that an Engine: Wait…
All sounds fine to me - and doing the same thing with the Demo managers causes it all to work for me.
Try it with the Demo managers so we can see if it's an issue with your own. Just assign the Managers and create a new scene with a simple OnStart…
Welcome to the community, @harrydamm.
Inputs can be remapped with some very simple scripting (see Section 12.9 for more on that), but writing a custom interaction system is more complicated.
As it sounds like you intend to use an AC Interaction me…
Changing the gamestate manually is dangerous and should never be done.
To end the active conversation, call EndConversation:
AC.KickStarter.playerInput.EndConversation ();
v1.57a fixed some issues related to Paths - please upgrade and see if that fixes the issue.
If not, does the Action hang when the issue occurs? You can find this out by opening up the ActionList Editor window while it's running - the currently-run…
@Deckard_89: Does your game involve a keyboard-controlled cursor? If it's all done without a cursor, you'll probably want to just create interactions within the Inventory items themselves, rather than "using" them on the player.
@Steve_I…
This is possible when your Movement method is Direct - what is yours set to?
If so, you can limit the movement direction in each direction (up, down, left, right) with the Player: Constrain Action. You can also use this Action to lock movement to …
It has many options within: the first being "Play clip", which is used to change how videos are played.
Video Player is an option, but not the default. Please post an image of the Action, together with the Video Player Inspector if that …
You can limit which Menus are available at any time by using the Menu: Change state Action to lock and unlock them. To change which Interaction Menu is available for a given character, lock the default one and unlock their own Menu just before the …