I don't think it does. But it is exactly the same way as I accessing it in different places (like in OnPrepareConversationLine) that's why I am kind of lost hereIn your SetCharacterAttribute() method, does the rest of activeStory look correct?
Search found 96 matches
- Wed Oct 16, 2024 11:58 am
- Forum: Dialogue System for Unity
- Topic: Getting current tags in external function call (ink integration)
- Replies: 6
- Views: 101
Re: Getting current tags in external function call (ink integration)
- Wed Oct 16, 2024 11:37 am
- Forum: Dialogue System for Unity
- Topic: Getting current tags in external function call (ink integration)
- Replies: 6
- Views: 101
Re: Getting current tags in external function call (ink integration)
Yes, the activeStory is as follows: var activeStory = stories[0]; if (!activeStory || lastInkConversation == null) return; Debug.Log($"tags: {string.Join(",",activeStory.currentTags)}, text: {activeStory.currentText}"); And in this case the both tags and currenttext returns empty...
- Tue Oct 15, 2024 3:38 pm
- Forum: Dialogue System for Unity
- Topic: Getting current tags in external function call (ink integration)
- Replies: 6
- Views: 101
Getting current tags in external function call (ink integration)
I am wondering is it possible to get the current tags of a line that has attached external function call using ink integration? * [Sentry: We might be ronin, but we still walk the path of honor.] {SetCharacterAttribute("sentry","ronin",1, true)} # LineTag_002_0201_6B477ABA_Sentry...
- Tue May 28, 2024 4:29 pm
- Forum: Dialogue System for Unity
- Topic: Subdirectories for VoiceOverFile
- Replies: 5
- Views: 501
Re: Subdirectories for VoiceOverFile
Actually the custom AudioWait / AudioWaitOnce implementation might be a good fit for me.
Thank you a lot for the outstanding support
Thank you a lot for the outstanding support
- Tue May 28, 2024 1:51 pm
- Forum: Dialogue System for Unity
- Topic: Subdirectories for VoiceOverFile
- Replies: 5
- Views: 501
Re: Subdirectories for VoiceOverFile
Theoretically, I could do something like this, but honestly, it seems like a workaround. I'll need to maintain the current language value in 2 separate places and update it whenever the player changes the language. Is it the best possible solution? To give you a bit more context: what if I would lik...
- Tue May 28, 2024 12:00 pm
- Forum: Dialogue System for Unity
- Topic: Subdirectories for VoiceOverFile
- Replies: 5
- Views: 501
Subdirectories for VoiceOverFile
Hi, I am using a VoiceOverFile entrytag, to specify my vo files. But there is an issue, I want to have multiple vo languages organized in subfolders like: Resources/en/LineTagXXXXXX.mp3 Resources/ja/LineTagXXXXXX.mp3 But there is a stripping going on in DialogueDatabase, that prevents me from inputt...
- Tue Aug 30, 2022 4:14 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity & Batchmode
- Replies: 3
- Views: 344
Re: Dialogue System for Unity & Batchmode
That would be great! Appreciate it!
- Tue Aug 30, 2022 1:52 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity & Batchmode
- Replies: 3
- Views: 344
Dialogue System for Unity & Batchmode
Hi Tony, I've noticed that there are a lot of calls to WaitForEndOfFrame in the Dialogue System for Unity source files. Since this isn't supported in batch mode https://docs.unity3d.com/Manual/CLIBatchmodeCoroutines.html (actually it causes the coroutines using it to never finish) and it breaks the ...
- Tue Aug 16, 2022 10:13 am
- Forum: Dialogue System for Unity
- Topic: Ink choices are being ignored when nested in conditional blocks
- Replies: 17
- Views: 3314
Re: Ink choices are being ignored when nested in conditional blocks
Oh my gosh, you are totally right! I've had multiple choices that have different actors bound to them, and one actor (the first one in the options) wasn't marked as the player.
Sorry about that, everything works correctly in that case.
Sorry about that, everything works correctly in that case.
- Tue Aug 16, 2022 6:43 am
- Forum: Dialogue System for Unity
- Topic: Ink choices are being ignored when nested in conditional blocks
- Replies: 17
- Views: 3314
Re: Ink choices are being ignored when nested in conditional blocks
hi Tony, I would like to resurrect this topic a bit. I recently upgraded DS to 2.2.30 along with the ink integration. It seems now that the issue with skipping lines after the response isn't present in my project (as long as I have the "Player Dialogue Text Follows Response Text" turned of...