Search found 26 matches

by ar4wy
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. ...
by ar4wy
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 ...
by ar4wy
Tue Dec 01, 2020 9:59 pm
Forum: Dialogue System for Unity
Topic: Stop all barks onConversationStart
Replies: 6
Views: 1314

Re: Stop all barks onConversationStart

Thanks!!
by ar4wy
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...
by ar4wy
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.
by ar4wy
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!
by ar4wy
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...
by ar4wy
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...
by ar4wy
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...
by ar4wy
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...