The code looks all right, but it's a case of what exactly you want it to do.
Right now, you're controlling the position in world-space, so it'll always be placed in the same position no matter where the character is standing. It may be that you in…
In what way do they not work? Are they not clickable, or not even showing their names (via the Hotspot menu) when hovered over with the cursor?
Let's see your Settings Manager - be sure to change your "Input method" to "Mouse And Ke…
The problematic code is related to the display of the Inspector, which is why the warning only shows when selected.
It may be a Unity issue - your Animator has a Controller assigned, so the message itself isn't quite true.
You have a lot of non-AC…
Welcome to the community, @Scynoth. Thank you for your patience over the weekend.
AC provides quest and inventory systems. As it's intended for traditional adventure games, though, you would need to script or otherwise import a separate system fo…
OK, try this.
Open ActionInventorySelect, and replace line 72:
if (giveToPlayer)
with:
if (giveToPlayer && !KickStarter.runtimeInventory.PlayerInvCollection.Contains (invID))
(That'll fix a small bug that'll also be fixed in the next up…
Even without the template script, you can still interact with inventory items through verbs - or Interaction elements, provided your "Interaction method" is set to "Choose Interaction Then Hotspot", and your "Inventory inter…
Thanks for the details.
Looks like you'd be better off with an approach similar to the "Item arranging" puzzle template over on the Downloads page.
That template uses custom scripts to reposition Hotspots that represent inventory items w…
The CheckLanguage script above is separate from the ActionCheckLanguage Action script - the error in the first won't affect the second.
The error is that it cannot find the local variable with the given ID number - which is hard-coded to 41 in 2fin…
I will look into a more comprehensive fix for the next update, but in the meantime you can have "\n" marks be converted into line breaks by opening MenuLabel.cs and replacing:
newLabel = AdvGame.ConvertTokens (newLabel, languageNumber);
…
I'm talking about the situation itself. So far I can only guess that you want to prevent the Hotspot label from showing over particular Hotspots.
The script above will do that, based on tag. Attach the script to a GameObject in your scene, and ty…
You're telling me your intended solution, but not the original problem.
What is the original issue you're trying to solve?
The script above will lock the menu when over Hotspots with a certain tag, but could be amended to also unlock a second Hots…
I'm not clear on what it is you're trying to do. Are you just looking to disable the Hotspot menu for showing when over certain Hotspots?
If so, you can hook into the OnHotspotSelect event to lock the Hotspot menu when selecting Hotspots with a gi…
No problem!
That'll work for the scene it's in. It'll have to be present in any scene you want it to work for.
The easiest way to do this is to add it to the PersistentEngine prefab in the /AdventureCreator/Resources folder, as this is spawned in…
What is it specifically you want to change? The inventory and verbtextline are two separate elements, so I'm not sure what it is exactly you're looking to do.
txtVerbLine is the Text component that's connected to the "Verb line" Label el…
The item in your screenshot isn't being carried on start - how is it that you're getting the issue to occur? Through Actions, transferring from Container, or user-manipulation of the inventory?
Please share steps on how to recreate the problem, an…
When a save is succesful, the Console will report it - are you seeing the save message appear?
How are you calling AL_2 from AL_1? Try running AL_1 manually via the "Run now" button in its Inspector - does it then work?
Be aware that sa…