Forum rules - please read before posting.

Rairun

About

Username
Rairun
Joined
Visits
1,123
Last Active
Roles
Member

Comments

  • Hi Chris, sorry for taking a while to get back to you, I've been busy. (Quote) I believe those two actions are in the AC Wikia (though they might be older versions). Either way, updating to AC 1.80.2 fixed the issue! (Quote) It doesn't. I copied/p…
  • Thank you! The DS actions were updated without issues. I'm getting a few console warnings after updating: 1 Missing types referenced from component SettingsManager on game object Unblessed_SettingsManager: AC.EventSceneSwitch, Assembly-CSharp …
  • Thanks, Chris! I think I read that AC 1.80+ had issues with the Dialogue System integration (something related to the folder DS adds custom actions to?). I saw you and Tony were on it, but how do you recommend I update this without running the risk…
  • Lots of 3D games use sprites (think Knights and Bikes, or Don't Starve).
  • I'm just another AC user, and I don't have time to explain my entire workflow right now, but my 2 cents: I've had some success working with Timeline and signals. I needed AC to do something on the beat of a song, so I added the song to a timeline an…
  • From what I understood, is this the feature we discussed here, Chris? I ended up not going through with the specific visual effect I was going for at the time, but I'm still interested in it too! I wanted to crossfade between two cameras with the ex…
  • I think I'd tackle it like this: I'd create an AC global boolean variable (let's assume its ID is 15) and link it to Options Data, with a start value of false. Then I'd write a script like this: using UnityEngine; using AC; public class …
  • If you create a global integer variable, you can keep track of the current time. When the day starts, set it to 7. When the player performs an action (like studying), add 1 to the time variable and run an actionlist that teleports the NPCs to their …
  • Whenever you want to use a script like this, you first need to look at the "public class" line, and create a .cs file named after it (so in this case, your file would be called SkipMainCursor.cs). Generally, this file can be placed anywher…
  • Personally, I'd just reassign the action's field to use the NPC you want (the "player actor") instead of the actual player. If you really must assign the actual player for whatever reason, I'd try playing with the position of the player's …
  • I think the first thing you should keep in mind is that there is no such thing as a "loop running in the NPC's own body". You can have an actionlist that you choose to use only to deal with actions related to a specific NPC, but there's no…
  • If you just want the NPC to resume the path it was previously following, there is an AC action that does just that. You just have to run it after the conversation is over. But if you want the NPCs to follow a schedule, this is fairly complicated to…
  • Hey Chris, I've run into a bug related to this fix. Using the same project as above, after making the change to the Remember script: * Limit the container by category 1. Assign the worm to category 2 * Open the container menu and try moving the wor…
  • Perfect, I've tested this in a few different scenarios, and the solution held up. Thanks for this!
  • I'm using AC 1.79.2 and Unity 2021.2.7f1. Reproduction steps: * Create a new project and add AC to it. * Assign the 2D Demo managers and open the park scene. * Check AC Game Editor > Settings > Inventory > Items can be re-ordered in Menus…
  • I seem to recall an old thread where Chris said that this isn't trivial because the remember components themselves become inactive? And in fact, the saving system is not designed to save inactive objects or those that have been removed from the scen…
  • It doesn't. As soon as I close the prefab, the field says the object is 'missing'. And if I reopen the prefab, the object is still shown as missing (unlike what happens when AC has saved the ConstantID). When I run the game, the field changes to &qu…
  • It is, yes! In the editor, if I keep the scene-based cutscene open and delete the player object from the scene, I can see the ActionList: Run action switching the assigned parameter from the container object to 'missing'. And then If I click play, t…
  • If you copy/zip your project's folder, that's all you need to have a full working copy. There are no dependencies outside that folder. But I really, really can't recommend using a version control system enough. The studios where I've worked usually…
  • Basically, you can add this script to any gameobject in the scene, and then you use the "send message" action to run a method within the script. Let me run you through the script so you understand what is going on: public Container lostAn…
Default Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.