I cannot recreate this issue. By "FPS controls", are you referring to AC's First Person movement option, or a third-party asset?
What are your AC/Unity versions, and is the cursor locked at the time?
You can either define the required inputs (they're listed in the Settings Manager), or wrap a try/catch statement around it, i.e.:
try{ return Input.GetButtonDown (buttonName);}catch {}
You still have yet to share images showing how you are attempting to stop the NPC.
By "does not work", the issue is still that the NPC won't stop moving, or has changing the component's made any other differences to their behaviour? Plea…
@Onat: Please provide more details and recreation steps in a new thread in Technical Q&A.
@jasong: Thanks for the bug alert. In SceneChanger.cs, replace line 498 with:
if (KickStarter.dialog) KickStarter.dialog.KillDialog (true, true);
Check that your Resume button on the prefab has a Constant ID value that matches the recorded in the Menu Manager (263816).
You shouldn't have to supply an EventSystem prefab unless you're needing a special control system. Unset it from the Menu M…
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First available interaction for a given cursor ID - see the scripting guide's entry.
If you pass the selectedCursor variable (which if zero or greater will be the current cursor ID), and it returns null, then the Hotspot has no interaction …
I should admit first off that I haven't used Perforce myself, but if its compatible with Unity then AC should follow suit too.
What do you mean by "AC's game settings", exactly? As in, your Managers?
Each of your Managers are stored in …
You're still sending it to AC's Dialog component, which is set to process rich text without spaces, i.e. <color=red> not < color = red >.
I would recommend displaying the text in your own display system, to avoid conflict with AC and gi…
It's recommended to keep as much of your game's text outside of graphics, as that can be translated via the Speech Manager.
A custom Action for detecting the current language, however, can be found on the AC wiki.
Is the Menu being rendered with Unity UI or AC, and what is it you're trying to do, exactly? Disable the interactivity, or the visibility?
Calling SetUIInteractableState should work if the Menu uses Unity UI (see the Scripting Guide), but not for …
I thought the line of thinking was that you'd continue to build it how you were already doing so, but use the new ActionList event hooks to choose when to show and hide it. You can use them to record the currently-running Interaction, and if they m…
This is all in the Manual. Overriding inputs is possible through the use of delegate overrides - see the "Remapping inputs" chapter.
http://pasteall.org/1475704/csharp
OnBeginActionList has nothing to do with buttons - its a generic event called whenever an ActionList is triggered, regardless of how or when. To access the Button involved, you can use OnHotspotInteract.
When set to Automatic, AC will assume full control of your character. See the Manual's "Custom motion controllers" for an overview.
If you wish to turn left/right with a custom script in this mode, you can try amending the script to do i…
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This script only disables the Hotspot if the cursor is set to a mode that the Hotspot doesn't have a Use interaction for. To have it ignore inventory items as well, you'd want something like this:
void OnChangeCursorMode (int selectedCurso…