Search found 20783 matches
- Mon May 13, 2024 9:45 am
- Forum: Dialogue System for Unity
- Topic: Calling a script that calls other scripts from other classes at the end of a conversation
- Replies: 4
- Views: 97
- Mon May 13, 2024 9:44 am
- Forum: Dialogue System for Unity
- Topic: Get actorName from an actor component but not the display name
- Replies: 3
- Views: 77
- Mon May 13, 2024 9:41 am
- Forum: Dialogue System for Unity
- Topic: how to make responsible subtitle??
- Replies: 6
- Views: 100
Re: how to make responsible subtitle??
Hello, If you want to show all 4 options like this: https://upload.wikimedia.org/wikipedia/en/a/a3/Walking_dead_telltale_game_dialog_screenshot.jpg then please see: How To: Map Joystick Buttons to Response Menu If you want the menu options to appear in the same place (i.e., in the bubble) and you ca...
- Sun May 12, 2024 9:22 pm
- Forum: Dialogue System for Unity
- Topic: Typewriter effect only works on initial window open?
- Replies: 1
- Views: 60
Re: Typewriter effect only works on initial window open?
Hi, I'm guessing that the typewriter effect only works when the window is first opened because its Play On Enable checkbox is ticked. You should UNtick that checkbox for typewriter effects on subtitle text GameObjects. Make sure the subtitle text GameObject is assigned to the subtitle panel's Standa...
- Sun May 12, 2024 8:23 pm
- Forum: Dialogue System for Unity
- Topic: Conversation Priorities
- Replies: 3
- Views: 104
Re: Conversation Priorities
Glad to help!
- Sun May 12, 2024 8:21 pm
- Forum: Dialogue System for Unity
- Topic: Have NPCs bark at each other
- Replies: 3
- Views: 129
Re: Have NPCs bark at each other
Hi, 1) I have a component on my player character that listens to "DialogueManager.instance.conversationStarted" and "DialogueManager.instance.conversationEnded" to disable/enable player input. I don't want this behavior when the NPCs have a bark conversation - I want the player t...
- Sun May 12, 2024 4:34 pm
- Forum: Dialogue System for Unity
- Topic: Conversation Priorities
- Replies: 3
- Views: 104
Re: Conversation Priorities
Hi, Yes. It depends on how you will determine if the NPC has something to say. Let's say you have two conversations: "Greetings": Generic barks "NPC Dialogue": Conversation whose nodes that are linked from <START> have Conditions on them. It's possible that one or more nodes' Con...
- Sun May 12, 2024 4:27 pm
- Forum: Dialogue System for Unity
- Topic: Calling a script that calls other scripts from other classes at the end of a conversation
- Replies: 4
- Views: 97
Re: Calling a script that calls other scripts from other classes at the end of a conversation
Hi,
You can make your conversation end (e.g., include the Continue() sequencer command in the last node) or you can manually stop it in script using the C# method DialogueManager.StopConversation().
You can make your conversation end (e.g., include the Continue() sequencer command in the last node) or you can manually stop it in script using the C# method DialogueManager.StopConversation().
- Sun May 12, 2024 10:37 am
- Forum: Dialogue System for Unity
- Topic: Get actorName from an actor component but not the display name
- Replies: 3
- Views: 77
Re: Get actorName from an actor component but not the display name
Hi,
Use the "actor" property:
Use the "actor" property:
Code: Select all
void StartConversationWithDialogueActor(DialogueActor dialogueActor)
{
DialogueManager.StartConversation(dialogueActor.actor + " Conversation");
}
- Sat May 11, 2024 8:44 pm
- Forum: Love/Hate
- Topic: Some relationships not changing?
- Replies: 9
- Views: 146
Re: Some relationships not changing?
Glad to help!