Search found 19 matches

by joshualoveridge
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

Change conversation that starts in "dialogue system trigger" on quest complete

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?
by joshualoveridge
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?
by joshualoveridge
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...
by joshualoveridge
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...
by joshualoveridge
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!
by joshualoveridge
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?
by joshualoveridge
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
by joshualoveridge
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?
by joshualoveridge
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...
by joshualoveridge
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? :)