I've seen this too. Kind of inconvenient but the transition action works properly so I try to "transition" to the new slider value instead of just setting it.I think I found a bug.
I have this menu where you can control Head Audio Pitch with a slider. There is a button below it to reset the slider back to default 1.0. The triggers I have are below. When clicking the button the slider does not move to default state to reflect 1.0. However if I change the slider type from Slider Big to Slider it works with same triggers. So looks to be an issue with Slider Big.
View attachment 471256
General
- Added a bunch of new sounds (clicks, page turn, FF...)
VAMStoryDirector
- Added a checkbox to enable debug, allowing you to monitor triggers and behaviors in complex scenes. (be sure to disable it when releasing!)
Tools
- Added "Bind To Cam", which allows you to bind an object to the camera with a custom offset and rotation
Bug Fixes
- Appearance Swapper, fixed...
This would be a great feature, and I’d love to have it too. However, if your storyline isn’t too complex, you can actually use other plugins to achieve this, such as the VUML plugin. It can store and modify variables, booleans, etc., and you can treat it like a “database.” This way, you can also manage variables like affinity, stamina, or cash amounts, or use variable comparisons to set specific conditions and track game progress with variables or booleans. VUML itself supports exporting/importing all data independently, which is equivalent to saving and loading.Does VAMStory have a feature where player can save their choices and story progress so far into a json file separate from the scene's save? that way the save file can persists between scene updates and player can continue where they left off after the scene creator pushed a new story to the scene and also maybe the story can carry over between different scenes or choices from 1 scene story can affect other scene if it's a shared universe.