It's remarkable work with huge attention to detail. I wouldn't have guessed AC was behind it, very well done. And I loved how the original dialogues were repurposed to fit a new story!
Thanks for the report - though I'll need a few details to get to the bottom of it.
Is this occuring specifically with dialogue, or merely if the ActionList blocks gameplay with e.g. an Engine: Wait Action?
When the issue occurs, it looks like it's…
Thanks for the details, I'm more clear now.
As you fade out before the close-up, you could use the Object: Teleport Action to snap the Player to the Marker if need be - that will place them at the exact position.
Going by the size of your Markers,…
Yes, that's the way - you're just reading data so it's not going to interfere with anything.
Details of the API can be found in the Scripting Guide.
OverrideContainer is a property of the MenuInventoryBox class, which lets you map a specific Conta…
Thanks for the details.
If you don't require use of Inventory re-ordering / gaps in the Inventory, you can use the Player's Inventory for both regular items and photos, and then just place them in different categories and filter them in your Menus.…
Bear in mind that another approach to this would be to use one scene, and use animation to control its appearance, but yes - you can use AC's Events Editor to move a Marker to the Player before the scene change, and then move the Player to the Marke…
I understand the use of an NPC for use as a "fake" reflection of the Player, but I'm not following how they'd be in the same position - wouldn't the NPC be on the other side of the mirror?
This is a visual issue, so any screenshots you ca…
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If you're getting this error, and the item with this ID is in the Inventory, share the exact steps to recreate the issue and I can look into it.
You can create a separate Inventory either by placing items in a global Container (see this wiki script), or by creating a separate Inventory category, and filtering your two InventoryBox elements to show only one category.
Things'll get tricky if …
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You might be OK. Check that switching between saves that have the scene open and not work, though.
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The Player will only be overridden when switching scenes - sub-scenes won't count.
You can try setting the Player manually with:
A…
Is the prefab unmodified from the original import?
Forcing them down through Actions should do it - but the Player's default rotation is determined by the rotation of the scene's "Default PlayerStart" object.
Rotate this PlayerStart such…
With "Automatic" motion control, AC will be in control of the character's Transform. You can set their rotation manually with the SetRotation function, however.
If you're wanting to animate them turning, you can either temporarily switch…
They are set to play automatically, based on the character's movement. Are the AudioClips themselves one step each (i.e. not a long series of step sounds)?
If the Inventory: Property to Variable Action's Method is set to Property To Variable, you can check Get 'live' values? to have AC reference the InvInstance in the Player's inventory at runtime - as opposed to the original in the Inventory Manager.
…
A custom Action to turn a character using a pre-defined curve can be found here:
https://adventure-creator.fandom.com/wiki/Turn_characters_along_a_pre-defined_curve