In the same vein as the subtitle replace question, is there any easy way of replacing a speaking character name?
Based on past choices, a character can name either be visible or be just ??? and I'm not sure how to go about doing that
Thanks.
Search found 62 matches
- Tue Apr 09, 2019 3:40 pm
- Forum: Dialogue System for Unity
- Topic: Replace character name
- Replies: 9
- Views: 2738
- Tue Apr 09, 2019 11:13 am
- Forum: Dialogue System for Unity
- Topic: Replace subtitle content on the fly
- Replies: 2
- Views: 481
Re: Replace subtitle content on the fly
Okay.
I think I will use the subtitle method as its very flexible compared to the lua translate.
Thanks for the quick reply
I think I will use the subtitle method as its very flexible compared to the lua translate.
Thanks for the quick reply
- Tue Apr 09, 2019 7:47 am
- Forum: Dialogue System for Unity
- Topic: Replace subtitle content on the fly
- Replies: 2
- Views: 481
Replace subtitle content on the fly
Is there a way to swap words and phrases on the fly? In game, some characters can only be understood if the player has learnt their language so I was wondering if there is a quick and easy way of replacing text? Is using OnConversationLine(Subtitle subtitle) and then changing subtitle.formattedText ...
- Thu Apr 04, 2019 10:13 am
- Forum: Dialogue System for Unity
- Topic: Stop `Esc` from advancing text
- Replies: 2
- Views: 523
Re: Stop `Esc` from advancing text
Found it. I was calling DialogueManager.instance.BroadcastMessage("OnConversationContinueAll", SendMessageOptions.DontRequireReceiver); somewhere deep inside a script.
Thanks
Thanks
- Thu Apr 04, 2019 1:26 am
- Forum: Dialogue System for Unity
- Topic: Stop `Esc` from advancing text
- Replies: 2
- Views: 523
Stop `Esc` from advancing text
This is probably a very stupid question but I can't find an answer to it. I have set the continue button to always and have remapped the cancel subtitle input to Space (setting it to None had the same effect). Is there any other setting that I have forgotten to change? https://i.imgur.com/vEIhcDh.png
- Fri Mar 29, 2019 4:10 am
- Forum: Dialogue System for Unity
- Topic: How to trigger a new dialogue sequence when the player revisits an NPC?
- Replies: 2
- Views: 527
Re: How to trigger a new dialogue sequence when the player revisits an NPC?
You can do it by using variable. In the Script field of "Stay if you..." entry, put something like Variable["visited_weaver_once"] = true Then in the Condition field of "Perhaps I can...", put Variable["visited_weaver_once"] == true And in Condition field of &...
- Thu Mar 28, 2019 10:15 am
- Forum: Dialogue System for Unity
- Topic: Using Portraits with custom names not index
- Replies: 6
- Views: 837
Re: Using Portraits with custom names not index
Actors field can have a portrait field array where people can drag in the image and give it a custom name?
- Thu Mar 28, 2019 2:13 am
- Forum: Dialogue System for Unity
- Topic: Using Portraits with custom names not index
- Replies: 6
- Views: 837
Re: Using Portraits with custom names not index
It would be really nice if using custom names for portrait is possible
- Wed Mar 27, 2019 4:19 am
- Forum: Dialogue System for Unity
- Topic: Adventure Creator. Back to back conversation don't play
- Replies: 12
- Views: 2053
Re: Adventure Creator. Back to back conversation don't play
Are you using an in-scene actionlist or an actionlist asset? In scene actionlist Have you added a Constant ID to it? To? Are you sure AC is saving and restoring the running actionlist? As I dig into AC's code, it looks like it doesn't save actionlists that are currently running. It should. "Al...
- Tue Mar 26, 2019 2:51 am
- Forum: Dialogue System for Unity
- Topic: Adventure Creator. Back to back conversation don't play
- Replies: 12
- Views: 2053
Re: Adventure Creator. Back to back conversation don't play
Please don't hurry on my account; your health comes first.
Hope you feel better soon Tony
Hope you feel better soon Tony