Welcome to the community, @ramboaslak.
A shaking effect can be triggered at any time with the Camera: Shake Action. Place this in an ActionList asset, and set the asset's When running field to Run In Background. You can then call this whenever ne…
Not directly, but know that AC has since gotten custom events - one of which is triggered whenever a speech plays: see this tutorial.
While the solution I posted earlier is still my recommended method, it is feasible to use this event to play speec…
No special reason, it just looks nicer. An ID number is originally generated using Unity's GetInstanceID() function, which has/had a habit of using negative values.
And yet, an ID of 0 is considered unset and ignored.
You can use Active Inputs for this - see Section 2.14 of the Manual.
Active Inputs allow you full control over what happens when a given input is pressed, so you can run an ActionList that first checks the current scene, and affects the Menu accord…
Going back to your original question, you can use the ActionList: Check parameter Action to check a parameter's value.
Passing a GameObject alone affects the first parameter defined in the ActionList. See the scripting guide description of:
AC.Adv…
How are you navigating the scene, with Point And Click movement?
As the fact that the NPC is moving complicates matters, I would first recommend getting the player to succesfully avoid a stationary one. The scripts you've referred to should allow …
If you set the parameter using the ActionList: Run Action, then you have to set the value directly.
However, you can use the ActionList: Set parameter Action to set an individual parmeter's value by copying it from a Global Variable.
If you're loo…
If you want the Player character to move outside of the game-player's direct control, then yes.
The code I posted assumes that your Player is already moving along a navigation path (generated when the Character: Move to point Action is used). If y…
Welcome to the community, @AlphaPsychO.
Images can't be uploaded to the forum directly, but you can host them easily on image-sharing sites such as imgur.com and their links pasted here. Screens of your Scene and Settings Manager, as well as your …
One other thing: this event won't run when AC begins - only when the language is changed explicitly by the player in your Options Menu. This is because the language will already be set from its PlayerPrefs language - so if the language is changed, …
See the tutorial I linked to above: http://www.adventurecreator.org/tutorials/calling-custom-events
Use an OnEnable function if you want this to work from any time - as it'll register when the scene begins. OnEnable/OnDisable is what you generally…
You can - this was introduced in v1.53. If your Message to send is set to Custom, and Pass integer to method? is checked, you'll have the option to send an integer parameter - provided you've declared on in your ActionList's properties.
It is, but you'd have to do it through script by manually changing the font variable of each MenuElement class inside each Menu. Something like:
// Get all menus
List<AC.Menu> allMenus = AC.PlayerMenus.GetMenus ();
// Iterate through each m…
@Antonius: It's done! v1.56b includes the ability to pathfind provided the pathfind update time is non zero, and a new slider allows you to set the duration that a single-click can register as such before becoming a "hold".
@Ignacio: v1.56b fixes both issues 2 & 3 - the latter is by placing
"distant" hotspots on a new layer, though the installer window will
prompt you to generate it automatically upon upgrading.
If you want narration text to be displayed in a different position (or even style) to your regular subtitles, you can do so by creating a separate Menu that's used exclusively for narration text.
Duplicate your existing subtitles Menu and set the F…