See the Manual's "Inventory interactions" chapter.
If you set your Inventory interactions field to Multiple, Inventory items will be treated like Hotspots in the way they are interacted with - allowing you to define multiple interactions p…
Your script doesn't call the method I wrote for you - LoadProfileVariable - anywhere.
It's not going to run by itself - you need to run it when you want it to, and use the string it returns appropriately. Have you even tested it to see if it works…
The provided "AC Status" box already lists what ActionLists are running - it can be enabled at the bottom of the Settings Manager.
This data isn't publicly accessible however, though I can consider amending that if you're looking for somet…
By default, transitioning from Pause -> Save / Pause -> Load menus is handled via a Crossfade. See e.g. the LoadButton menu element in the Pause menu - it's Click type is set to Crossfade, which means it turns off all Menus except the one it'…
To do which part, show the right Menu?
Just create two Menus with an Appear type of During Conversation, and then make sure that one of them is locked at all times. "Locking" a Menu prevents it from showing even when its "Appear type…
You cannot change your Variables Manager mid-game - doing so would lose save data.
What's your AC version number, and how many Variables are you talking about? Can any of them be moved to Local variables? How are you sure that its Variables that's…
Updating a translation at runtime is currently only possible in bulk, i.e. by importing a CSV file. I'll see if it's possible to add the ability to change individual translations at runtime.
A list of inputs can be found within the Settings Manager, about halfway down. If you check Assume inputs are defined? beneath, you'll get error messages in the Console when running for any required inputs that aren't defined in your Input Manager.…
If you uncheck Result is automatic? in the Recipe's properties within the Inventory Manager, then clicking the Create button will be required for the resulting item to appear.
Having the item auto-move upon clicking Create is rather unique behaviour…
Use the [hold] tag in your speech text - it'll continue the ActionList but keep the subtitle on-screen until the Dialogue: Stop speech Action is used to manually end it.
For more, see the Manual's "Text tokens" chapter.
To follow the code trail, look inside MenuDialogList's PreDisplay function - specifically for the GetAnimatedSprite function call within UISlot.cs. The "isActive" parameter should be true when the slot is selected.
Changing the "Alwa…
1. What of the state of your "Move speed" float parameter in your Animator Controller? Ultimately the way your character transitions between idle/walk animations is based on that, which in turn is based on your movement speed values (walk…
There'll need to be a tighter integration between the custom script and the Action. I'll combine both into the next release - you won't need a separate script.
* In what version of AC and Unity?
* What were you doing at the time? As with last time, I can't see how you'd be able to CtrlZ unless you were cutting/deleting them.
* Did all 4 errors show up at the same time?
* Even if the same as before, pleas…
That is not the full Settings Manager - I need to see the whole thing please, including the version number at the bottom.
The Speech Manager screenshot also does not list the Hotspot labels - please set the "Type filter" to Hotspot and sel…