Search found 26 matches
- Wed Dec 02, 2020 7:15 pm
- Forum: Dialogue System for Unity
- Topic: Unique Response Metadata
- Replies: 3
- Views: 1472
Re: Unique Response Metadata
Thanks, Tony! For anyone looking at this thread in the future, the way I'm getting it is: 1. Adding a new field to the Dialogue Entry Template (under Templates in the Dialogue Editor) 2. Adding a script to the "Response Button Template" GameObject with an ISelectHandler and OnSelect(). 3. ...
- Tue Dec 01, 2020 11:01 pm
- Forum: Dialogue System for Unity
- Topic: Unique Response Metadata
- Replies: 3
- Views: 1472
Unique Response Metadata
Hi Tony, (sorry me again) I'm trying to find a way to assign some sort of tag to a response menu, which I can then get when it is highlighted. Ideally, the workflow would be me assigning this "tag" in the Dialogue Editor (maybe using description?), and then getting it when a response menu ...
- Tue Dec 01, 2020 9:59 pm
- Forum: Dialogue System for Unity
- Topic: Stop all barks onConversationStart
- Replies: 6
- Views: 1314
- Tue Dec 01, 2020 9:52 pm
- Forum: Dialogue System for Unity
- Topic: Stop all barks onConversationStart
- Replies: 6
- Views: 1314
Re: Stop all barks onConversationStart
Hi Tony, My Barks don't have any sequences. I tried what you suggested and the result is that it doesn't deactivate the bark. I do have a default sequence in the Dialogue System Controller: Delay(0)@Message(Typed) HOWEVER--I checked "Wait Until Sequence Ends" in the StandardBarkUI, and wit...
- Tue Dec 01, 2020 8:19 pm
- Forum: Dialogue System for Unity
- Topic: Stop all barks onConversationStart
- Replies: 6
- Views: 1314
Re: Stop all barks onConversationStart
Hi Tony,
Thanks for this. After making a small script as described above, barks hide properly when conversation starts. However, when the conversation ends the barks seem to have a very short duration time now, even though in the inspector, barks still show "4" for Duration.
Thanks for this. After making a small script as described above, barks hide properly when conversation starts. However, when the conversation ends the barks seem to have a very short duration time now, even though in the inspector, barks still show "4" for Duration.
- Tue Dec 01, 2020 5:05 pm
- Forum: Dialogue System for Unity
- Topic: SetTimeout Callbacks
- Replies: 7
- Views: 1366
Re: SetTimeout Callbacks
Thanks so much!
- Tue Dec 01, 2020 5:51 am
- Forum: Dialogue System for Unity
- Topic: Stop all barks onConversationStart
- Replies: 6
- Views: 1314
Stop all barks onConversationStart
Hi Tony, Is there a way to stop all barks when conversations become active? Right now, with "allow barks during conversation" set to false, if a bark is active, it fades while conversation is active (but does not call a new bark during conversation). Is there a way to cut all barks off whe...
- Tue Dec 01, 2020 1:17 am
- Forum: Dialogue System for Unity
- Topic: SetTimeout Callbacks
- Replies: 7
- Views: 1366
Re: SetTimeout Callbacks
Thanks for this, Tony. I've set Response Timeout Action to "Choose Current Response," but it keeps choosing the First Response anyways. I looked into the ConversationController Script, and it seems this occurs when selected response null? I'm not using mouse, just WASD and Gamepad for my D...
- Mon Nov 30, 2020 10:00 pm
- Forum: Dialogue System for Unity
- Topic: SetTimeout Callbacks
- Replies: 7
- Views: 1366
Re: SetTimeout Callbacks
Hi Tony, Apologies if this is documented somewhere -- if the Timer runs out, how do I redirect the dialogue branching towards another NPC Dialogue? For example, a message that says something like, "What's taking you so long?" Do I have to do this manually with Conditions? Or is there somet...
- Mon Nov 30, 2020 7:58 pm
- Forum: Dialogue System for Unity
- Topic: SetTimeout Callbacks
- Replies: 7
- Views: 1366
SetTimeout Callbacks
Hi Tony! Is there callbacks for... SetTimeout(5); Delay({{end}}) This kind of thing? I know I set something like this in the Conversations Editor, under Sequences. However, I'm looking for callbacks like... "OnTimerStart" and "OnTimerEnd." This way, I can trigger sound files on e...