Well, this was stupid. I forgot my refactoring and since I didn't delete old ALs, I was making changes to the old one - not called from anywhere - and wondering changes didn't do anything... :neutral:
The objectives don't also get updated. Actions 2,3 and 4 should turn objectives completed. U2021.3.3, AC1.75.3.
This problem seems to be quite recent, but can't tell if this started around U2021.3.2 update or when.
When I copied the AL into the keypad AL, in runtime there's a warning of not finding the reference. "Further controls cannot display because the reference object cannot be found."
Longer action is running the shorter. ID does match. I'm not getting the comment, so it doesn't seem to run at all. This is initiated by a Keypad - Pause menu, would it cause something?
I added couple of pics in here:
https://imgur.com/a/yhgjbqb
So, the three inventory interaction items are shown in a row and they are provided by AC IventoryBox. But normal inventory shows Main graphic per item, but I would like to either show Curs…
The problem here is that I'm using masks above the item images. All the items have cursor images that have the masking already in them so I could use them, but that would require some extra coding I suppose.
I think that brute force approach is making a mess, and need to do another script with delegates. Is there delegates for player stop and starts moving? I may need to set one for the inventory?
Yes, I'm using that method above to detect when player is on idle.
I have it like this:
if (!idleAnimRunning) { if (AC.KickStarter.player.charState == AC.CharState.Idle && AC.KickStarter.) { idleTime += Time.deltaTim…