Create two local boolean variables, e.g: NPC_Has_Knife and NPC_Has_Fork. You can then set/check these variables independently using the Variable: Set and Variable: Check Actions respectively.
Just so I'm clear: if you delete a save game file, and save a new file in it's place, then load it, the deleted file is loaded instead?
A bizarre issue. How is the save file wrong, exactly? In every way, or partially (e.g. current scene, player p…
I can't recreate it - what once gave an error doesn't any more.
If you're up for it, you should be able to debug this yourself - the issue is that the variable "newVel" in Char.cs is being divided by zero - thus turning the newVel into in…
6) Thanks for clearing that up - when used in a Menu like that, you can only pass an Integer parameter. It'd be a good idea for me to add an info box there.
Thank you - some good suggestions here. I'll add my comments:
1) v1.50 brings a new NavMeshAgentIntegration script, which allows a character to move with a NavMeshAgent instead. I will look into this Warp function.
2) Yes, I'll agree with that.
…
@SkyTree: I cannot recreate. Please provide further detail in a new thread. Does the "File written" line in the Console appear as it should do when autosaving incorrectly? Does the timestamp of the file it references change? Does it wo…
@oxyscythe: The safest way is to make it an AC scene. You can disable any unwanted systems (interaction, movement) etc by using the Engine: Manage systems Action. You can also hard-code AC's Cutscene mode by calling AC.KickStarter.stateHandler.Sta…
That would be my suggestion, too. The Hotspot's entry in the Scripting Guide can be found here.
public void SwitchHotspots (bool state)
{
AC.Hotspot[] hotspots = FindObjectsOfType (typeof (AC.Hotspot)) as AC.Hotspot[];
foreach (AC.Hotspot hot…
1) This is an issue with Unity drawing full-screen textures, and there's not much I can do about it. As you've said though, it's Editor only.
2) This is because Alt is mapped to the ToggleCursor Input in your Input Manager - you can remove it by g…
1) I'm afraid you will have to do the same to v1.50.
2) You can write a script that changes it for you, eg:
void Update ()
{
if (AC.KickStarter.gameState == GameState.Normal)
{
// During gameplay
AC.KickStarter.speechManager.displayFor…
Check that your movement speed parameter is define in the Player's Inspector, and that this parameter is present in your Mecanim window. This float will change as the character moves, so you have to ensure that positive values cause a walk animatio…
Without seeing your exact setup I can only give general advice. First I'd recommend coming out of UFPS mode and use a regular AC camera - as we should determine if this is a problem with using UFPS or not.
Thanks for the bug report. I will have it fixed in the next update, but in the meantime you can apply the correction by overwriting your tk2DIntegration.cs script (in /Assets/AdventureCreator/Scripts/Static) with the following:
www.adventurecreato…
You can access which Hotspot the mouse is hovering over with the following:
AC.KickStarter.playerInteraction.GetActiveHotspot ();
And to determine whether or not you're in gameplay mode (as opposed to a cutscene):
if (AC.KickStarter.stateHandler.…
With custom Actions, you can implement your own game logic without having to change them after an update. Better to duplicate ActionQTE.cs, which is the QTE Action, change the name/description and modify that to reference your own PlayerQTE script …