Thanks for posting. There's actually a couple of ways this can be done without relying on PM - and Opsive themselves have an AC integration package on their site.
The "Motion control" setting indeed determines whether or not your characte…
Certainly with the way things are currently implemented and embedded, the "it can't be done" response does indeed stand, but the feature itself is more of a convenience - and the true power of setting parameter values is best left to the d…
I'll investigate the OnClickConversation event issue. The OnMenuElementClick event may also be appropriate.
Indeed, iterating through ActionLists / Actions isn't ideal - but it's not even necessary to rely on a custom Action if things are simple. …
* My guess is that the problem is that Events/Concert, which you don't show here, has been set to False somewhere
That could be checked for easily enough with an ActionList: Comment Action in the "If condition is not met" output socket.
H…
The Save: Check Action can be used to determine if saving is possible at a given time. The conditions for which saving is not possible are listed in the "Saving and loading overview" chapter of the Manual.
The next update is coming, but b…
In which AC version?
If both the ActionLists have a When running field of Block Gameplay, and Is skippable? is checked, then that's the expected behaviour. The "skippable block" isn't determined by the ActionList being run at the time, bu…
The RememberSound component stores, and restores, the relative volume. When you load the scene from another, it's data will be loaded and overwritten.
If you're calling your code in Awake(), then that's likely occuring before the RememberSound has …
In the Script Sheet exporter? Not currently, but it may well be something that can be determined. Are you manually associating audio with lines, or relying on automatic filenames?
Without seeing the exact code, I can't do much more than speculate. The "Relative volume" slider in the Inspector should update according to what you set it - does it appear correct?
I'm not understanding why you'd want to play it at zero…
* In what version of AC?
* All ActionLists, or just assets / scene-based ones?
* Was this occuring prior to updating to Unity 2018.2?
* What does the Profile reveal if you open it up and enable "Profile Editor"?
Welcome to the community, @kloot.
The reason this is not done automatically is because the Dialogue: Play speech Action contains much more data than just the speech text itself. Audio references, translations, animation and wait times etc are all i…
Custom Actions can be implemented to do any such manipulation you like.
However, the Variable: Set Action can randomly set PopUp variable values, so you can instead rely on a PopUp with all available values pre-set, and then change its value random…
If Text length influences display time? is checked, then it's influence is scaled by the Display time factor value.
The amount a line waits can be set manually, however, with the [wait:X] token.
Regarding the first issue (for those revisiting this thread), AC attempts to "guess" the height of a character based on their collider height and local scale. It may have been that one of the characters was set up differently to the other…