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If you want to clear the saved data for a specific scene, you can use the ClearLevelData function:
AC.KickStarter.levelStorage.ClearLevelData (sceneIndex);
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It sounds like you're trying to overcome a more fundamental issue, rather t…
In the Menu.cs script file, look for the AfterSceneChange function around line 2210. Replace the code block:
if (menuSource == MenuSource.UnityUiInScene){ LoadUnityUI (); Initalise ();}
with:
if (menuSource == MenuSource.UnityUiInScene){ …
A Cycle element is intended to be a single-slot button that changes each time it's clicked. Typical usage is for e.g. a Language button that rotates between the game's languages each time it's clicked.
If you want to have multiple "items"…
Have you exposed the attenuation parameters in your Mixer window, and named them to match the fields in the Settings Manager?
Are the slider values being saved? If you exit/re-open the menu, do they retain the values you previously set?
Yes - you can now use the GetParameter method to get a parameter by its ID or name, i.e.:
playDialogueAL.GetParameter (0).SetValue (1);playDialogueAL.GetParameter ("MyParam").SetValue (1);
@Rairun
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What does the label show instead? Can you share screens of your menu / element properties in a new thread?
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It would be possible through scripting. Please create a new thread and I'll provide some sample code.
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In …
The "Engine: End game" Action has a "Reset Scene" command, which will reset any save data associated with the scene, and then reload it.
If that doesn't give you the behaviour you want, what is it you're looking to do?
As for y…
The package no longer makes use of those scripts - they have been merged into the ScummInterface class.
Missing MonoScript components can be removed, though they should not be present on the latest version of the package.
I'm not sure what you mean by "cycle button". AC does have dedicated CycleInteractions / CycleCursors inputs, but these are special-case when dealing with Interactions. What kind of elements are you looking to cycle through?
If your Men…
Go to the Speech Manager and uncheck Can skip with mouse clicks?. This will cause speech to only be skippable when the user invokes an input button named "SkipSpeech" - which you can then map in Unity's Input Manager to the left mouse but…
1.) You're not limited to OpenOffice by any means. You can use anything so long as it doesn't change the formatting of the file, which uses the standard CSV syntax. In my experience, Excel does seem to be guilty of this - but I haven't speak for S…
Speech and text
* Added: Ability to prevent the user from skipping speech text until it has completed scrolling
* Added: Ability for skipping speech to result in speech only being skipped until the next-found "wait" token
* Added: Game te…
Characters
* Changed: Changes made to Character walk and run sounds are no longer automatically recorded in save-games - use the Footstep Sounds and Remember Footstep Sounds components to do so
* Changed: Changes made to Character portrait textures…
Version 1.73.0
Upgrade notes
* For a guide to upgrading custom Actions to v1.73, see here: https://www.adventurecreator.org/tutorials/action-systems-v173-update
* Action.End() has been replaced with Action.GetNextOutputIndex() - use to return the …