Only the one script should have been added - the link to the tutorial was meant to give you an understanding into the principles behind what we're doing, not to use directly in your own game.
The script I wrote for you merely removes default mouse …
Why would you want both at the same time? You wouldn't use Touch when playing on PC, and you wouldn't use a mouse when playing on a mobile. You can, of course, change the input method through script whenever you want - just right-click on the labe…
Any error messages in your Console, @Alverik? Check that the GameEngine object in your scene has an EventManager component on it - it should be there, but missing that component would have an effect similar to the one you're describing.
Of course - you can do it all through script quite easily. You're correct about the binary system flaw, but I was trying to offer a solution using AC's provided Actions.
A custom Action could easily iterate through all options in a Conversation, a…
Well, the current inventory box already has the functionality you're asking for - but in a limited capacity. Having a separate element for more complex sorting would just add confusion, I think.
That's as intended, as most games will still be pointer-based at this moment and require the normal cursor to click on the Menu.
However, you could change the main cursor's texture using a custom Action when the Interaction Menu is turned on (and c…
At the moment, that component only allows for one camera at a time - however I will see if that can be changed in an update. In the meantime, the component itself is isolated from the rest of AC - meaning you could duplicate it and amend it to allo…
Food for thought. One of the biggest issues isn't actually the technical aspect, but the fact that it would most likely require a change to existing inventory boxes that already limit to a category. However I can appreciate that this would be usef…
The functions performed with a left-click / hold can also be achieved by pressing an Input button with the name InteractionA. Similarly, a right-click can also be achieved with InteractionB - see the list of available inputs in the Settings Manager…
Strange - I apologise for your trouble. Was this from a fresh install, or were you updating a pre-existing project?
Check that there are no warnings or error messages in the Console - AC should warn you if it detects an issue like undefined Inputs…
You could do it by using a separate boolean variable for each line, and set each to "true" (on) when each is chosen by the player. A series of Variable: Check Actions would then be necessary to check that each of these variables are true,…
I will have a look into it. Know that you can also check if a character is playing their talk animation by reading their isTalking variable - this may be another approach you can take in the meantime.
Upon loading, all gameplay-blocking ActionLists will cease, and must be called manually - this is why the OnLoad cutscene field is necessary.
Check that the OnLoad field is working by creating a test Cutscene that just has the player say "The …