Perhaps I should re-phrase, then: it's possible with custom scripting. The new scripting guide will help should you want to add extra Actions / effects like grabbing the inventory icon texture and manipulating it in your own way.
That option is only visible if your "Interaction method" is set to "Context Sensitive".
This is the case of the Demo game, so it would be invisible if you had that Settings Manager active. You can revert to your own managers af…
This is because the Start() function in your script is being called before the Start() function in PlayerMenus.cs is called. The latter is the function that generates the Menus, so they don't yet exist at the time you reference them.
You can work …
Is this affecting Global or Local variables? @PixelCrushers, the LocalVariables shouldn't affect it if it's Global that's affected.
I don't know the extent to which DS affects AC's variables, so without being able to recreate this myself means I'm…
When you view them in the Preview window in the lower-right, does the character move on the spot, or move forward as root motion should cause him to? If he's walking on the spot, then it's likely to do with the animation itself, or the settings on …
Which tutorial are you referring to? I would need to see the values in your Settings Manager for a better idea of what's wrong.
By default, clicking an Inventory item will select it as the cursor - but you can override this by assigning an "A…
That used to be the case - and still is, when using AC's internal First Person mode. However, changes in the way UFPS worked means that the UFPS camera now has to be the "main" one whenever you want to view through it.
AC's mainCamera sh…
My mistake - it isn't optional, sorry.
The outline effect is performed by displaying the text in black underneath - in eight directions surrounding the regular text. The glitches are likely due to the spacing being too large
If you open AdvGame.c…
If it can be triggered by calling a public function within on of it's scripts, you can use the Object: Send message Action to call the function. Alternatively, you can write a custom Action, but hopefully it won't come to that.
@revanchist: Are you using UFPS or regular AC First-person? So long as you're in a gameplay-blocking Cutscene, camera switching should work just fine, regardless of your movement method.
@Semaphore: You can avoid having your manager references reset by unchecking the file "AdventureCreator / Resoureces / References.asset" when importing an AC update. But re-assigning your managers is a simple case of selecting the Manager…
If your speech scrolls, you can use the [wait:X] token (where X is the duration in seconds) that the speech will wait in addition to it's regular settings.
More on speech tokens can be found in section 10.3 of the Manual.
The exact code required to add a custom player to AC varies depending on the asset. As the tutorial states, the steps given within it use Motion Controller as an example. What's important to take away from it is the general process - unless you're…
AC will never assign a Constant ID number twice in the same scene, even if the first is manually set. If two have been intentionally set as the same, then AC will just work with the first one it finds - though there's no way to choose which order i…
Actions placed in asset files can still reference scene objects such as Cameras. You'll notice that when you place a scene Camera in an asset-Action field, the Console will tell you that the Camera has a new "Constant ID" number assigned …
@klarax: Please post unrelated questions in a new thread. But this would be done by creating a separate Menu to act as the lip, and having the "proper" Inventory menu Pan transition upwards when it enables.
@vozer: You'll have to rename …