Search found 16 matches
- Sun Nov 09, 2014 10:39 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System running on paused
- Replies: 1
- Views: 1084
Dialogue System running on paused
Hi, Me again, sorry. Progression continues, but I've hit another hurdle. I need the game to pause while the dialogue system imparts its tutorial knowledge. I thought I could achieve this using the disable component thing so I disable the player's movement. Unfortunately this doesn't solve the proble...
- Thu Oct 23, 2014 12:39 am
- Forum: Dialogue System for Unity
- Topic: Barks with 'responses'
- Replies: 5
- Views: 2472
Barks with 'responses'
So I have a conversation tree with a load of separate branches such that each time this conversation is triggered, you get a different set of lines (as per your info above with entryNum). What I'd like is to remove said lines from possible selection so after it's been said, it won't be repeated and ...
- Wed Oct 22, 2014 3:19 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 6582
Set Active on Dialogue Event
I'm having problems with this SetActive Command. I'm just starting to edge towards investigating the camera control and at the start of conversation I deactivate our custom game cam and activate a simple cam position in game (I tried using SwitchCamera and I couldn't get it to work). This step worke...
- Wed Oct 22, 2014 1:03 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Always On Screen
- Replies: 1
- Views: 1111
Dialogue Always On Screen
Hi, So our game has only two characters, the player and something else. During gameplay, the player is always on screen, but the other character mostly isn't, but they do talk to each other all the time. However, at the moment if the NPC is off screen, so is his dialogue. I need it to be on screen a...
- Wed Oct 22, 2014 12:21 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 6582
Set Active on Dialogue Event
Ooh that is helpful. Thanks Tony. I need one re-fix from my coder (so that the DS tag system works again) and then this could help with my timing issues, then I'm nearly there on our tutorial level. The rest of the levels require a different layout from the Dialogue System, so it's going to be a dif...
- Fri Oct 17, 2014 6:15 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 6582
Set Active on Dialogue Event
Blank dialogue boxes are my friends
- Fri Oct 17, 2014 6:01 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 6582
Set Active on Dialogue Event
Right I've stuck the setactive command in the sequencer box in the database which is much easier than the messing about I was doing trying to time it with the end of a conversation, but now the associated text doesn't come up at all. The thing I want activated is supposed to flick on during one dial...
- Fri Oct 17, 2014 5:30 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 6582
Set Active on Dialogue Event
I think I cocked it up by accidentally having two different conversations called the same thing. Only one was showing in node view, but when I turned to the other view I could see the other conversation. I think there was legacy problems so I've just deleted the relevant objects and am just in the p...
- Fri Oct 17, 2014 3:59 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 6582
Set Active on Dialogue Event
Could it be anything to do with a problem with the NPC wizard?
When I run it now, when I click on "NPC has interactive conversation" the component is added to the gameobject, but the tickbox stays empty. If I click it again, another component is added.
When I run it now, when I click on "NPC has interactive conversation" the component is added to the gameobject, but the tickbox stays empty. If I click it again, another component is added.
- Fri Oct 17, 2014 3:44 am
- Forum: Dialogue System for Unity
- Topic: Set Active on Dialogue Event
- Replies: 12
- Views: 6582
Set Active on Dialogue Event
I did briefly have this working and was feeling all proud... So I needed to have stuff activated during a conversation so I split the conversation up so that I could make the gameobject I want active at the right time and also just activate the next half of the conversation, And now it's not working...