Please make sure you are using v1.52a before reporting console errors, as the line numbers are inconsistent otherwise.
The ordering of icons in the Interaction Menu are based on the ordering of the elements - you can re-order them in the Menu Manag…
Thank you for the bug report. However, please state the version of AC you're using. If not the latest (v1.52a), please update and post the new error message as the line numbers will be different.
The ordering of icons in the Interaction Menu are …
When Single 'Use' interaction is checked, the Hotspot reverts to the behaviour of the Context Sensitive interaction method, so the settings in the Interaction Menu have no bearing on it. The icons that get shown are determined by the Interaction ic…
Yes, that's correct - instantaneous Actions don't need to do anything except return zero. I left the more complex condition in the template as it's easier to remove than add.
Welcome to the community, @netto.
If you don't want to make use of up/down movement at all, you can use the Player: Constrain Action to lock those movement directions.
Welcome to the forum, @GallopingDino.
1) If you're just looking to pass a boolean, you could try sending "1" in place of True and "0" in place of False, and modifying the custom script to accept that as an alternative.
Another …
I apologise for your frustration, though I should first mention that what you're looking to do is quite complex (the rotation in particular) and not something that AC is designed to do by itself. However it should be possible with the right custom …
Welcome to the forum, @raku10.
Please first upgrade to v1.52a - it's always important to be using the latest version before reporting bugs.
The Walking Dead interface is not designed for the Interaction Menu to be used with Inventory. With this i…
You're opting to manually assign each audio file to a speech line? I'm afraid not. The only viable way would be to write a custom script that basically looks at each line and checks if its customAudioClip field has been assigned.
Something like t…
I'll admit the Walking Dead template is more geared towards Mouse And Keyboard input than Keyboard Or Controller. It's also true that AC's axis-navigation of Menus isn't so hot - I recommend you switch to Unity UI if you want to navigate with axes …
Do you mean at runtime, or while editing?
If at runtime, there is a tutorial for saving global data here. If while editing, you should just create a new asset file type and store your data in a new asset. AC's Managers are all ScriptableObjects -…
As it's not specifically adventure-related, a custom Action or script would be required. Public functions in a script can be called by using the Object: Call event or Object: Send message Actions; alternatively a tutorial on custom Actions can be f…
Thanks. It's running twice because you've got the main part of your code outside of the isRunning check.
See the comments in the Run() function in ActionTemplate.cs. If that function returns a non-zero float (say X), then it'll be re-run X second…
Navigating with the axis when un-paused is possible in v1.52a if you use the Engine: Manage systems Action. You'll also have to use this Action to disable player Movement to prevent conflict.
Use the Inventory Menu's ActionList when turn on/off fi…
If your Input method is set to Keyboard Or Controller and you're in a navigatable menu, then it's expected that you'll use the cursor keys / controller axis to navigate the menu and press "InteractionA" to click a button, rather than using…
Please re-post on a code-sharing site like this one, instead of one with lots of pop-up ads.
I don't know why it would skip either - I'm just letting you know that was cause a similar effect.
Place Debug.Log statements in both your Run and Skip fu…
Seems there's a new issue with paused Inventory menus. Uncheck "Paused when enabled?" in the Inventory Menu's list of properties, and it should work. I'll look into this issue for the next update.