Yes. There are options in Inventory-->Check that say "if condition is met" and "if condition is not met"
Change the dropdowns after those options to skip to another point in the actionlist. Just be sure that each section ends…
There is an argument to be made, I suppose, that my first implementation (using Context Sensitive and adding an option to the dropdown in the cursor manager) is more elegant from a user standpoint. Since setting it to context sensitive has only one …
Oh I see what you mean now. Yes, it would have no perceived effect if the hotspot does not have the next level up.
That fallback functionality, as far as I'm concerned is for things like "exit" or "back out" hotspots that just c…
Thank you.
I noticed that I did not account for the "auto-cycle after an interaction?" checkbox since I don't use it, and also I did not add the decrement code in SetPreviousInteraction, but those are easy enough of course.
You can check if he has the key in your actionlist. with Inventory-->check. then select the key inv item. You'll also probably want the receptionist to say something else after the key is given, so in the key give conversation, you should set a v…
Ok so I think I have it all working!
I added the options you see in the last post, also I added (all in the PlayerInteraction class):
A new variable:
private int currentInteraction = 0;
in SetNextInteraction:
if (KickStarter.settingsManager.Sel…
hmm ok. so AC has the built-in functionality to do most of it. I certainly agree that it would be better to do it in a way that is already mostly done in AC already.
It seems the only thing really missing is that it stores the interaction in the ho…
Hi Chris
That kind of does what I want but not really. For one, it remembers what the icon was for each hotspot so if I switch it to "look at" while over HS1 and then move the mouse over to HS2, it's still on "use" for HS2 and I…
I have had this happen before too actually, but I have no idea what it is. When it happened to me, the actionlist in question was very unnecessarily long and complex, and I assumed that was the issue, but I don't really know. I haven't had that issu…
Well, I guess the short answer to your question is that you can do pretty much anything with AC because AC runs in Unity and can be extended via custom interactions and events.
If the question is whether AC is the right tool for this job... probabl…
Not sure what you want Mike, but to give info to the player, you would just use a dialog just like how you make people speak, except don't specify a speaker. It's built into AC, you don't need anything else from the asset store.
Am I misunderstandi…
Thanks. i knew there something ridiculously simple i was missing and i would feel like an idiot when I saw it.
Any idea on the second thing? How to make him not turn unless moving?
No need to be sorry. You are right of course. The gameplay is all there but it does need a bit of polish. I put it up to gauge reactions, but the version shown there isn't the final build that will be released.
You have some good ideas. Thanks for …
I figured out my whole issue. In physics settings you can turn off raycasts hitting trigger colliders. Paragon Shooter AI wants that off, but AC wants it on. I never use AC and Paragon in the same scene, but it's a project wide setting, so not sure …
Aha! I just figured out how to make it work. If I uncheck "Is Trigger" on the hotspot box collider, it works. That is checked by default when adding a hotspot. I probably do want it to be a trigger, but if it is, it doesn't work.
Oh and if I make a new project and do nothing but just import AC and run the demo, it works of course. Just need to figure out why it's not working in my actual project.
Hi Chris
This is a fresh project. AC is not the only plugin being used though. I have also imported UFPS (although I am not using a UFPS character in the AC scenes) which is a full project so overwrote some things from AC like tags, layers, and inp…