Thank you, Chris!
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1.73.8 version was fine.
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No, there are no other menus that would be interfering with the Inventory menu.
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Tried it, but the problem, unfortunately, remains.
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To be honest, I don't like the Unity me…
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Yes, it is. So, I click with the nose button on hotspot, the nose starts to tell its line and the OnStartSpeech event is fired. And at this moment after calling nose?.Interact() both actions are running in parallel: playing speech line of th…
I want to use the Dialogue: Play Speech Action like I used it before, delegating the "alPreNose" ActionList to run all the specific actions automatically every time when Nose is speaking (like, playing the sniffing sound, and so on).
Usin…
I tried it and it worked! So, now I have a solution, at least =). But it's a bit inconvenient, 'cause it requires some additional actions to do (adding cutscenes, calling them). Of course, if there's no other option, I'll follow this way. But I get …
Thank you!
If I have to create ActionLists for speech gathering, maybe it'd be better, if I create separate CutScenes/ActionLists for every speech line, so I could pass these ActionLists as parameters? That would solve the problem and make actions …
Thanks for the answer!
I have multiple ActionLists for similar behaviour, so I wouldn't copy-n-paste the same actions and could modify this behaviour at single place if needed.
For example, I have several interaction buttons (mouth, nose, ear, han…
I guess we have to save the hotspot and its interaction source in the OnHotspotInteract method:
_interactionSource = hotspot.interactionSource;_hotspot = hotspot;
And then restore the interaction source for the hotspot in the OnEndActionList metho…
Thank you very much, Chris! You're always helping me =). Butterfly should be a NPC, but in another scene, not here, so I can remove NPC component totally. Now everything is works fine, thanks!
I've built a scene and everything is fine after loading the savegame! Looks like that's really some kind of a bug of the Unity scene player. My version of the AC is 1.73.2 and Unity is 2018.4.22f1. But I guess it doesn't worth the trouble to dig any…
Thanks for the answer, Chris! Unfortunately, I'm still stuck. I've removed setting on the path at the load event & added a "Remember NPC" component, it didn't help. Adding "Remember Transform", "Moveable" components…
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I guess that's one of the ways to do it, yeah, but I'm afraid it could a bit heavy. If I have several hotspots behind the guard, then I have to assign interaction for every icon and for every hotspot when the guard is defeated? And I also wa…
I've got the same kind of a problem. I have six different interactions, like in old Sierra/LucasGames adventures: hand, ear, nose, mouth, etc. Also I usually have a notional guard and a notional object behind that guard. Current NavMesh doesn't allo…
Thanks a lot to all who voted for us! 'Exit: A Biodelic Adventure' made it to the Top-100 of IndieDB! We'd be really grateful if you voted for us in the finals!
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'Exit: A Biodelic Adventure' is taking part in the 2020 indie of the year award voting at IndieDb.com, it would be really great, if you voted for it at the game page! Also there is a free demo version for Windows and Linux at Steam.
Some new gifs a…