Alrighty!
I did some tinkering and here is what causes it:
(Version 1.52a)
Cutscene_01 has the Character walks to Marker_01 with "Run in parallel".At the end, the nested "Cutscene_02" will be triggered.
Cutscene_02 has the chara…
Oh wow, it took me a couple of hours (well, it felt like it. A lot trial and error) to find the actual difference!I moved the points of the Path in Y, to bring them up the the level of my terrain. Once I leveled them out on Y 0, and set them up in t…
So!
I set it up again, with a complete fresh mind, but the same thing happens.
(Image)
This is a section of the scene
The camera and the path
(Image)
The Path
The Camera animation
(Image)
And finally, the bigger scene with both areas to walk i…
Sounds good.
I'll try it again in a couple of days, once I worked on a couple of other things to see if I just did something wrong, or if it was a case of the mondays.
And here is a very interesting talk about the thought that goes behind their writing:
http://www.gdcvault.com/play/1021774/Adventures-in-Text-Innovating-in
Heya and thanks for the quick reply!
I tried "Drag" once, but it didn't seem like I can control it to my liking.For example, seemingly no matter what I do with the movement settings, the character will always speed up (and slide across the…
Hey Chris,
I just checked it out and I think it might not work the way I want it to, seeing that I have to specify the character (or the player) that is talking. I think that would mean that I needed to do a specific check for each character (or wor…
Well!I think I found a solution to my problem:
1.) I made a global boolean variable called (BG_Talking)2.) I created a new ActionList with the following content:
- Variable:Set BG_Talking True- Dialogue: Play Speech (with the Parameters Speaker and …
Hello there!
I need to dig out this topic again.
While the method you described (having a speech line played in the background, in a separateActionList, while "ActionList: Check running" is waiting for it to finish is a pretty good workaro…
That was actually exactly what I needed!Not only does the character stop at the right place, it solved a few pathfinding issues hat as well.
Thanks a lot!
Hey there Geomtrix,
may I ask what your workaround is?
For my prototype right now I only have 2 sheets of text, since I have minimal dialog. But I can see this turning into something more complicated to handle, once I have more than 1 person to talk…
After some testing we found out that you are (of course) correct.
If we do a 0 second long switch to another camera, the movement will be continued until you change it.
However! As soon as you have a transition time in there (we had 6 seconds) the c…
Just as a freindly reminder:
Unity 5 has now all the juicy tasty pro features in the free version as well.
I think this will open up a lot of new doors when it comes to making games (especially from the visual side of things).
When it comes to AC, I…