You can try raising the Dead value, but I myself have no issue fundamentally with getting an "On Button Up" Active Input to trigger.
What is it you're exactly trying to achieve? It's possible the whole thing can be moved to a custom scri…
I've recreated it - partially. Once the fault is repaired, ActionLists do appear to be reset. However, if I close without saving and re-open, all's restored.
They also restore if I instead do save the scene, then close and re-open.
Perhaps our &…
It won't affect save data, but it will affect the ability to display non-string parameters.
Alternative:
if (parameter.parameterType == ParameterType.String){ _text = _text.Replace(fullToken, parameter.stringValue);}else{ _text = _text.Repla…
Thanks for the details - I will see about reproducing this. But - and I should have asked this first - in what Unity version?
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As in, one that results in the "Are you missing an assembly reference?" message?
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This would be…
I was referring to the settings in Unity's Input manager.
If you're using Rewired, that may be a factor. What if you disable it and refer to a "Unity" input?
The issue is that the Label that shows the description is separate to the InventoryBox that lists "only active" Objectives. The label will display whatever's selected, regardless of whether it's active or not.
The DeselectObjective() fun…
Welcome to the community, @hm847. It's a valid question, so I'd like to clear things up for you if I can.
First of all, AC is intended to be a standalone package - in that it is designed to be able to help you create a game (traditional adventure)…
Yes - these are axes, that respond to Input.GetAxis, as opposed to buttons that respond to Input.GetButtonDown.
What you can do is assign an override for AC's internal InputGetButtonDown, and then read the axis value directly. Though, you'll also …
How do you load the Autosave?
If it's via a SavesList element, you can assign an "ActionList after loading" in its properties to turn it off.
But it's also possible to do through scripting, by hooking into the OnFinishLoading custom even…
The camera is independent of what the player character can do - I'm not sure what how your question relates to the third-person camera.
For combat mechanics, you'd certainly need to integrate with another asset or custom controller - AC just isn't …
The ActionList shouldn't require replacing, don't worry. The issue seems to be that there's a "null" Action somewhere, but running / editing ActionLists should ignore this.
You'll need to insert:
if (_action == null) return;
in a coupl…
Sounds quite specific to the way you've set things up. So that I can attempt a recreation, I'll need to see screens of exactly what options you've set.
If you disallow skipping via InteractionA/B, then skipping is handled by listening to the "SkipSpeech" input.
What you can then do is create a delegate override for InputGetButtonDown to ignore such input at desired times, i.e.:
using Un…
This looks to be a duplicate of this issue.
I will be addressing this in the next update - but that thread offers a temporary solution in the meantime.
Were you copying over the Walking Dead menus into your own Menu Manager, or setting your Menu Manager asset file to "WalkingDead_MenuManager"?
If the former, what if you do the latter?
Welcome to the community, @Ezydenias.
Through scripting, you can exit a Conversation using:
AC.KickStarter.playerInput.EndConversation ();
One way you might implement this in a generic way is to hook into the OnStartConversation custom event, so …