Which trigger command will launch the actions of that ID (as if you clicked the actual button)? I don't see that as an option.Select the action ID
Then make the next trigger command what you want it to do. Hide. Show etc.
Which trigger command will launch the actions of that ID (as if you clicked the actual button)? I don't see that as an option.Select the action ID
Then make the next trigger command what you want it to do. Hide. Show etc.
Not sure you can do that. If your just triggering the button copy what you want to trigger to a Logic Bricks relay then trigger that maybe.Which trigger command will launch the actions of that ID (as if you clicked the actual button)? I don't see that as an option.
VAMStoryDirector
- Added "Count Trigger" feature to triggers, which allows you to set a threshold (value) at which the trigger will be executed.
View attachment 411829
- Define your number in the field
- Click on Edit Count Trigger to define what will happen when reaching that value
- During playthrough, use the action called Increment Trigger Count on anything (button, trigger, animation) to add 1 to the current...
VAMStoryActions
- Added a background option for the whole UI, it is available in the tab now called "Background/Header/Footer options" (was "Header/Footer options" previously), you can set a color and opacity.
Tools
- "Appearance Swapper" now has a "OnCancel" trigger to help controlling better the UI flow if needed.
- Added "Mini saves" tool. This is a simple way of storing a "flag" (no data is stored besides a file) if for instance the...
Hi! Is it possible to update VAMStory that is already present in the scene?
Can you please share how you fixed the postmagick making world space UI (actions in your case) be rendered on top of everything else? I have my own script that adds world space UIs objects and I've been unable to figure it out. It's driving me crazy![]()
Hi @hazmhox, Firstly great plug in! amazing work, secondly .. how can I trigger the story to start upon scene load? I can't see to work it out
thanks in advance
just a question is possible to have an "auto-click"with timer? for let the story run alone and let enough time for read the text between each dialogue? exemple i have dialogue "0" and i want a 10 sec delay before dialogue "1" start automatically.
VAMStoryPanels
- New module VAMStoryPanels allowing the creation of panels animations. Kind of like a slideshow. It can be used to create credit screens, image slideshow, "fake" ad boards, whatever you can imagine!
VAMStory
- Added the new auto-skip delay to dialogs. This will force to play the next dialog after a defined amount of time and display a countdown icon at the right of the dialog box.
- When auto...
Yoo bro, you are a king, i saw your update today!!! thanks a lot for this feature@fafaworld
At the moment no, but this is a feature I have in mind since a long time now. It's probably gonna get added soon : )
i love it except there is a bug where all the actions in vamstory actions module don't load any of the trigger targets when the plugin is part of a subscene and you load that subscene into your scene. None of the things I have set up in my base/original scene where I set up the subscene and this plugin are working. When I open the triggers, the line is there, but when I go into it to look at the targets, they all say "none"
thanks Hazmhox for the explanation. I moved away from subscene after finding one of your other comments.@TdotONY
This might be something I should put in the documentation in huge bold red letters lol: VAMStory and all my plugins in general are not tested in subscenes nor will be updated to support subscenes if they fail in that situation.
The way subscenes are saved, the way subscenes are asynchronously loaded, and the way subscenes are handled overall is sub-optimal at best. After dozens of hours (if not hundreds) inside VAM prior to subscenes being implemented, I can safely say you should not use them beyond loading assets and set pieces.
They are very unreliable when it comes to plugins / scene scripting and overall scene flow.
Anyway.
So just to be crystal clear: VAMStory will not handle subscenes... ever.
I'm sorry if your way of doing things relies on them. But I would suggest to find other ways to load your actions, like using the included backup system, or using presets.
Tools
- Added "Time Trigger", which is a system allowing you to trigger a set of action if the system clock is in a defined range.
VAMStoryActions
- Fixed a bug preventing the creator from resetting a slider action to it's default value
Sorry if this was asked before. I don't know if it's intentional.
Previously the buttons weren't affected by Depth of Field or chroma key. You could always clearly see the buttons.
Is it possible to change that in the menu?
Actually, the fact that the previous VAMSTORY was unaffected by depth of field and other PostMagic effects was a really great—and arguably very important—feature. Having the UI interface that interacts with the user in a scene blurred by depth of field or affected by bloom is a terrible issue that’s very hard to deal with.Nope. This was changed because a lot of player/creators complained that it wasn't working / glitching with post process.
There is no option to change that.

I personally don’t quite understand why UI interaction elements need to be affected by post-processing effects—it just doesn’t make any sense. It’s like in film post-production, where you color grade and apply various effects to the footage, but would you include the subtitles in that process? Of course not.Nope. This was changed because a lot of player/creators complained that it wasn't working / glitching with post process.
There is no option to change that.
I can’t speak for Hazmhox, but from my own experience, this approach doesn’t have any negative effects. I’ve used this method extensively in extremely complex scenes, and I’ve never encountered any issues.@hazmhox Quick question.
Since disabling/enabling empty atom breaks VAMStory I thought maybe loading multiple empty atom presets might also be bad practice but it seems to work, at least in the one experiment I ran.
My hope is to use a single atom for multiple menu variations. It must also support different director triggers, possibly with same name. (I'm assuming both the Action and Director plugins are in the same Empty to be restored by the preset load.)
My question is would loading presets work for this or do you recommend creating multiple empty's for each menu? i.e. is there a potential for bad behavior from loading presets?
Thanks