Chris,
I still get the "Hierarchy error" too. I'm using UFPS 1.4.9, AC 1.4.2c, and the AdvancedPlayer prefab.
vp_WeaponHandler.cs looks for vp_Weapon components on Camera.main.
The problem is that the AC / UFPS tutorial says to change UFP…
The Dialogue System v1.4.6.1 is available on the Pixel Crushers customer download site and should be on the Asset Store in a couple days. It's been updated for AC 1.42 and adds these new features:* Popup menu to select conversations in Conversation …
Hi @wrongtarget - Hmm, it should import the example scene into Dialogue System/Third Party Support/Adventure Creator/Example. I just tested in an old project and a fresh project, and this is what it seems to do in both cases. If you'd like to pursue…
@spiritcore - This is an interim support package that's updated for AC 1.42:
AdventureCreator_Support_2015-02-17.unitypackage
It also introduces dropdown menus for selecting conversations in the Conversation and Bark actions. Barring any unforeseen…
Hi @spiritcore - The support package is currently compatible with 1.41 and earlier. I'll be updating the Dialogue System's support package for Adventure Creator 1.42 over the next several days. I'll post here when it's ready.
> Any reason why you decided not to set it up this way for AC?
No reason; I just didn't think of it! I'll add it in the next version. Chris let me know that AC v1.42 is going to have some additional hooks, so look for improved integration in the…
Hi,
There's no reason why you can't use all three together. The Dialogue System's AdventureCreatorBridge lets you specify when to switch AC to the DialogOptions state when running a Dialogue System conversation (Never, Always, or When Player Is Invo…
Chris - SALSA with RandomEyes would be a nice, easy-to-implement addition to Adventure Creator. Unlike Papagayo, you don't have to preprocess audio clips. Just drop them into the project, and SALSA will run them. This is because SALSA does lipsync a…
Hi @shredingskin -
> Is there a way to set up dialogue system to make the choices with up/down return/interactionA instead of using the default mouse click ?
Yes. The Dialogue System is GUI-independent, so the steps depend on which GUI system yo…
Since you already took care of my other request (clamping button length in the variable menu), maybe this one isn't necessary.
The Dialogue System can save and load its state from a string. Currently, to piggyback Adventure Creator's save system, it…
I'll look into this on the Dialogue System side and reply back here. In the meantime, if you want to entirely eliminate the Dialogue System from the save/load process, comment out the lines you added to Scripts/Menu/MenuSystem.cs and Scripts/Save sy…
You can download the patch right here: AdventureCreator_Support_2014-11-12.unitypackage
It requires v1.40, and also adds a sequencer command ACCam(mode), where mode can be:* on: Enables AC camera control immediately.
* off: Disables AC camera contro…