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ChrisIceBox

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ChrisIceBox
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  • Your Action's filename needs to match the class name. The Action code in your second link has a class name of ActionResetVariable. You need to rename the Action's filename to ActionResetVariable.cs.
  • What was the behaviour before, and does your Menu rely on AC or Unity UI for its Source property? Clicking inside the bar to raise/reduce it to that value is the behaviour of AC-based sliders. Switching over to Unity UI will let you instead use Un…
  • FlashHotspots is an input that you can list in Unity's Input Manager. If you map it to a keyboard key, then pressing it will result in the Hotspots being flashed. You can define this in the Input Manager to test the effect, but it's not necessary …
  • What is your AC version, and is this when using AC's Scene: Switch Action to perform the switch? In the latest release, the StateHandler script's line 488 should read: if (KickStarter.playerInteraction.InPreInteractionCutscene) return GameState.Cu…
  • Do you have a controller plugged in at the time, and is CursorHorizontal_Controller only mapped to the right-stick? It should be that the script change only affects the value of CursorHorizontal while middlemouse input is held - try placing Debug.L…
  • In the case of your example of clicking the fourth slot, what is the variable set to, and what does the Console report when saving? The above script works for me when using it in conjunction with the Retro Saves UI - if you're using a separate menu…
  • It is possible to alter the length of time that an existing Action waits by overriding its value with a Float parameter - see this tutorial. However, it is not necessary to rely on AC's ActionList system solely to place the game in a cutscene. It …
  • No trouble. The Hotspot menu should have been part of your default interface - was it not, or did you delete it earlier? Nevertheless, you can copy/paste the HotspotLabel element from the Demo's Hotspot menu into your own using the same technique.
  • Can't see an issue with the Menu - is it previewing in the Game window? The warning in the Demo_MenuManger is due to the fact that changes you make to it will be overwritten when you next update AC. If you want to make use of it, you can copy the …
  • My mistake - a typo in the code. It should also be possible to limit the speed increase only when the middlemouse input is held: public float speedFactor = 3f;private float CustomGetAxis(string AxisName){ if (AxisName == "CursorHorizontal&…
  • (Quote) That's the detail I'm trying to get at when asking about your input system. It's not the "middlemouse" input that affects the input speed, but "CursorHorizontal". Are you able to apply a modifier to this specific input …
  • So you mean for the password menu to first show, and then - if the Player enters the correct password - the Container then opens? At the moment, you're checking the variable at the moment the password menu turns on - before the Player has a chance …
  • The FlashHotspots input can be used to flash up all Hotspots for a brief time. To map this input to a menu button, set the Button's Click type to Simulate Input and map it to the FlashHotspots input.
  • Use the Object: Set parent Action, with a Method set to Clear Parent, to detach an object from a character's hand. With 30 weapons, though, you may be better off having all attached to the character's hand - and use animation to control which is sh…
  • Are they otherwise interactive, in that clicking them runs their Interaction ActionList? Hotspot labels will appear by default so long as you have the Hotspot menu that's included as part of the default interface. Check your Menu Manager - does it…
  • Yes - all built-in Actions can be generated through code. To generate an Engine: Wait Aciton of 2 seconds: ActionPause actionPause = ActionPause.CreateNew (2f); You'll also need code to add this to an ActionList's set of Actions. See the Manual'…
  • The warning refers to being unable to pass parameters to the function the Action calls. The script I've given you has no parameters, so you can safely ignore the warning - it's just there as general information, unrelated to what you've actually as…
  • Though it'd be best to know the underlying cause of difference in mouse behaviour between users, a sensitivity option would be an approachable workaround. This'd involve multiplying the camera's spinSpeed value based on a Global Float Variable that…
  • You can hook into the OnSetPlayer event to update a field with the Player gameobject at the time they are spawned and set as the Player character: using UnityEngine;using AC;public class SetFadeObjectPlayer : MonoBehaviour{ private void OnEnable…
  • If you switch Player prefab in this way, AC will first switch to the scene that the character is in. A non-default Player's starting scene is set via the "Edit start data" option to the right of their prefab field. If you've worked aroun…
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