Search found 13 matches
- Sun Sep 19, 2021 3:10 am
- Forum: Dialogue System for Unity
- Topic: Illegal names for custom Lua functions.
- Replies: 2
- Views: 2680
Re: Illegal names for custom Lua functions.
Thanks Tony, yeah, it was super weird, but now I know, it's no biggie
- Sat Sep 18, 2021 4:02 pm
- Forum: Dialogue System for Unity
- Topic: Illegal names for custom Lua functions.
- Replies: 2
- Views: 2680
Illegal names for custom Lua functions.
Just incase anyone else here comes across this weird corner case. I registered a custom lua function called endJourney , but ever time I tried to call it, it gave me a Line 2, Col 1 : Failed to parse Letter of Name. error. When I renamed it to failJourney it worked perfectly. I am wondering are ther...
- Thu Jun 03, 2021 7:16 am
- Forum: Dialogue System for Unity
- Topic: Using dialogue system for display only.
- Replies: 6
- Views: 652
Re: Using dialogue system for display only.
You are a legend that worked (had to fix a compile error because it looks like it's from a different version, I'm on 2.1.16) Reverted this line to include the UITools.CreateSprite call. portraitImage.sprite = UITools.CreateSprite(subtitle.speakerInfo.portrait); But it fixed my problem, thanks so much.
- Tue Jun 01, 2021 11:06 pm
- Forum: Dialogue System for Unity
- Topic: Using dialogue system for display only.
- Replies: 6
- Views: 652
Re: Using dialogue system for display only.
Yeah the animator is stuck in the "hide" state. After bark finished normally, it goes into hide state, then when I call bark it goes into show start for the correct duration. But if I have called the Hide Bark Code below on the animator, then it gets stuck in the hide state. The BarkString...
- Tue May 18, 2021 4:11 pm
- Forum: Dialogue System for Unity
- Topic: Using dialogue system for display only.
- Replies: 6
- Views: 652
Re: Using dialogue system for display only.
Awesome I’ll take a look at the animator. Thanks for the help, you really do rock.
- Mon May 17, 2021 3:54 pm
- Forum: Dialogue System for Unity
- Topic: Using dialogue system for display only.
- Replies: 6
- Views: 652
Using dialogue system for display only.
I’m tanking an event driven dialogue system after using the excellent node based one you have made, but I would like to use all the awesome display logic that this system has. Currently I am using barks to display all my dialogue since it isn’t setup as conversations. But there are limitations to th...
- Sat Feb 01, 2020 1:30 am
- Forum: Dialogue System for Unity
- Topic: Barks and Conversations
- Replies: 3
- Views: 433
Re: Barks and Conversations
Thanks Tony! I'll do that for the random conversation. That current usable looks like what I need. I'll do have to check wether it has a dialog action on that usuable as well, but it's a good direction to start me off in (i.e. some items may just be pickupable but have no talking when you pick them ...
- Thu Jan 30, 2020 10:42 pm
- Forum: Dialogue System for Unity
- Topic: Barks and Conversations
- Replies: 3
- Views: 433
Barks and Conversations
I'm using both barks and conversations as speech bubbles and am having a problem with how I want things to play out. I have an Input "Fire 2" that is meant to represent "talk" for the player. If they press it the player should do a little bark (Yells out to Dad), but if they are ...
- Sun Nov 24, 2019 11:13 pm
- Forum: Dialogue System for Unity
- Topic: Queueing conversations.
- Replies: 2
- Views: 673
Re: Queueing conversations.
Wow, you're a legend, thank you so much. I'll try that when I get back to game coding!
- Sun Nov 24, 2019 2:18 am
- Forum: Dialogue System for Unity
- Topic: Queueing conversations.
- Replies: 2
- Views: 673
Queueing conversations.
Is there any way to queue a conversation, so that it plays immediately after the current one? My game has ongoing conversations as the player moves around the scene, and different events trigger different conversations. The problem is if there is already an active conversation, the DialogueManager.S...