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ChrisIceBox

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ChrisIceBox
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  • As a toolkit for traditional adventure games, AC is not intended for turn-based fights, or any kind of battle mechanics. You'd need to incorporate custom scripts to handle weapons etc, though things like player health could be stored in variables. …
  • Through script, you could take a screenshot of the scene before the scene change, and overlay it as a texture in the new scene. However, I will see about adding the ability to use an overlay in the Camera: Split-screen Action in v1.68.
  • (Quote) I was, but it likely wouldn't be appropriate for 3D. You would have to provide a more accurate example of what it is you're after, but - since you want the interactivity of 3D objects as well - it may be best to "cheat" things by …
  • Following a similar chain of Actions, I cannot recreate such a problem - despite the messages being shown. Please be clear about the exact state of things when the error occurs. Keep the ActionList Editor window closed until the issue, and then op…
  • (Quote) Perhaps the Trigger is detecting some unintended object, then? As it's possible to pass the detected GameObject as a parameter to the Trigger's Actions, you could find out what's triggering it by using the [param:0] token in the ActionList:…
  • Welcome to the community, @efehan. (Quote) Locking a Menu will prevent a Menu from showing when it's regular "Appear type" rule is met, so there shouldn't be a need to separately turn it off as well. Whether it momentarily flashes on for…
  • You're talking about a 2D game? If you only need to show a graphic (not much interactivity), you could create a Menu with a large Graphic element, and display the close-up as a single texture. You could alternatively try making the close-up a sepa…
  • Have you attached the LightSwitch component to the object you're sending messages to? That contains the "TurnOff" method that the Action should be triggering.
  • (Quote) An ActionList won't run while changing scene / repopulating the scene data etc. It's assumed that you'll be in the scene for at least a frame, however. Try changing the wait of 2 seconds to -1. Entering a negative number into Engine: Wait…
  • Thanks for the details, but the placement of scenes/characters is still a little confusing. Is "Peggy" in "CITY_PeggyOffice"? If you could annotate both screenshots with information about what scenes are involved (i.e. where ea…
  • * I'll make it optional in the next release. * I cannot recreate. As parenting NPCs to the Player is not standard AC workflow, you'll have to provide clear steps for me to follow so that I can experience the issue for myself. Please do so in a new…
  • In my own testing, setting the encoding to UTF-8 alone causes no issue. I can only reproduce the resulting text if I set a quotation mark as the text delimiter when exporting the CSV in a spreadsheet tool. Leaving this blank, and relying on a pipe…
  • "Pausing the Timeline" as in opening up a Pause menu while a Timeline is playing? Check Also show when paused? in your subtitle Menu's properties.
  • In my own testing, MultiplayerHLAPI is the culprit as well. Viewing the objects it mentions does indeed reveal "Missing script" warnings - likely because of a compilation error. It's my understanding that this package is not suited for U…
  • Welcome to the community, @Gigantte. The screenshots suggest you're now using Unity 2017.2. And your AC is v1.67.5? What versions of both were you using before, and were these both upgraded together, or are you able to determine which upgrade cau…
  • The message is showing appropriately - the Action cannot be run during the scene transition. I am not clear on your workflow - please provide screenshots of your ActionList chain, and full details on the state of your players (local vs global, wher…
  • I mentioned it only because it will help determine the cause of the issue. The collider should reflect the shape of the character. You may instead need to increase the agent's radius, not the shape of the collider. Try also swapping out for a Cha…
  • A list of standard animations are only shown when using Sprites Unity. Mecanim animation works by controlling animator parameters - not by calling animations directly. Your Idle/Walk animations are played according to e.g. a "Move speed"…
  • Actions and MonoBehaviours are totally separate - applying the principles in the latter won't apply to the former. You can, however, call MonoBehaviour functions from within ActionLists - no need to create a custom Action. The Object: Call event a…
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