Hey Toni!
Essentially im trying to change the conversation that starts in the "dialogue system trigger" when the quest completes,
would you be able to help me with that?
Search found 19 matches
- Tue Mar 15, 2022 9:38 pm
- Forum: Quest Machine
- Topic: Change conversation that starts in "dialogue system trigger" on quest complete
- Replies: 1
- Views: 542
- Fri Mar 11, 2022 5:19 pm
- Forum: Quest Machine
- Topic: Load Conversation line dynamically from Server
- Replies: 3
- Views: 834
Re: Load Conversation line dynamically from Server
Awesome and does that get called from the script field in the dialogue editor, or does it get called from just a C# script on the conversation actor?
- Wed Mar 09, 2022 10:57 pm
- Forum: Quest Machine
- Topic: Load Conversation line dynamically from Server
- Replies: 3
- Views: 834
Load Conversation line dynamically from Server
Hey Toni! Hope you are well mate, so I've built a system where im storing quest data on a webserver which im pulling in & then parsing to strings etc at runtime which all works fine. What im looking to do is modify the conversation tree from dialogue system which we are using with a quest machin...
- Sat Apr 03, 2021 2:32 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue system Typewriter jump
- Replies: 1
- Views: 263
Dialogue system Typewriter jump
Hey Toni! I have an issue with the typewriter effect on the standard dialogue, essentially what happens is as follows, so the typewriter effect appears perfectly at the speed i set and then it gets to mid sentence and then jumps to the very end, I'm guessing its something like a max time on the type...
- Fri Jun 19, 2020 5:37 pm
- Forum: Dialogue System for Unity
- Topic: Only one bark at a time
- Replies: 3
- Views: 341
Re: Only one bark at a time
Thank you!
- Fri Jun 19, 2020 3:07 pm
- Forum: Dialogue System for Unity
- Topic: Only one bark at a time
- Replies: 3
- Views: 341
Only one bark at a time
Hey Toni,
How would i implemented only one bark at a time to show up?
What happening is that when a new bark is triggered they are overlapping as i have them as a 2d object,
I would like the older barks to get deleted or turned off once a new bark is triggered.
Any ideas?
How would i implemented only one bark at a time to show up?
What happening is that when a new bark is triggered they are overlapping as i have them as a 2d object,
I would like the older barks to get deleted or turned off once a new bark is triggered.
Any ideas?
- Mon Jun 08, 2020 9:33 pm
- Forum: Dialogue System for Unity
- Topic: Bark Performance even when cached is ticked
- Replies: 6
- Views: 655
Re: Bark Performance even when cached is ticked
it gives errors about the bark group namespace not existing
- Mon Jun 08, 2020 9:29 pm
- Forum: Dialogue System for Unity
- Topic: Bark Performance even when cached is ticked
- Replies: 6
- Views: 655
Re: Bark Performance even when cached is ticked
Sorry Toni, updating is a no go as we are so close to release, im really looking for a patch solution just to get us by
any ideas?
any ideas?
- Mon Jun 08, 2020 8:35 pm
- Forum: Dialogue System for Unity
- Topic: Bark Performance even when cached is ticked
- Replies: 6
- Views: 655
Re: Bark Performance even when cached is ticked
Hey :) I tried using the package but it gave loads of errors, here is the code im using, doesn't anything pop out as really bad? Im literally 2 weeks out from launch so a rag tag solution is fine :) using UnityEngine; using DarkTonic.MasterAudio; namespace PixelCrushers.DialogueSystem.OpsiveUCCSuppo...
- Mon Jun 08, 2020 7:19 pm
- Forum: Dialogue System for Unity
- Topic: Bark Performance even when cached is ticked
- Replies: 6
- Views: 655
Bark Performance even when cached is ticked
Bark Performance even when cached is ticked is really poor when it is triggered,what would be the solution for this?
is their a way to make them all cache at the start?
is their a way to make them all cache at the start?