Okay that is what I figured, just not sure if there was something already spun up for mirror.
Will dive in and should be easy enough to figure out.
Thank you
Search found 93 matches
- Sun May 19, 2024 10:06 pm
- Forum: Quest Machine
- Topic: Invector with mirror
- Replies: 3
- Views: 1304
- Sun May 19, 2024 9:17 pm
- Forum: Quest Machine
- Topic: Invector with mirror
- Replies: 3
- Views: 1304
Invector with mirror
So we have basically worked out quests working and saving/ reloading with Dialogue/ Quest Machine in Multiplayer using mirror, but just ran into an issue. When in a quest and quest askign for Vitem id >= whatever.. Caliing towards these scripts, where we have some FindComponents and such. Which does...
- Sat May 04, 2024 1:16 am
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 622
Re: Setting Up Tutorial For Players
Perfect.
Last question I hope.
Right now we have the typewriter effect going, but the Players Choices of dialogue are not show, until they actually click the left mouse button. Then they pop up and they can choose.
Is there a setting somewhere to make those popup even if we using typewriter stuff?
Last question I hope.
Right now we have the typewriter effect going, but the Players Choices of dialogue are not show, until they actually click the left mouse button. Then they pop up and they can choose.
Is there a setting somewhere to make those popup even if we using typewriter stuff?
- Sat May 04, 2024 12:19 am
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 622
Re: Setting Up Tutorial For Players
Great. on a seperate note. is there a way to check a variable through code?
Dealing with the cursor and not wanting that to pop up if they already have answered that tutorial question etc.
Basically,
if (variable.tutorialquestion == true)
{
Do stuff
}
Dealing with the cursor and not wanting that to pop up if they already have answered that tutorial question etc.
Basically,
if (variable.tutorialquestion == true)
{
Do stuff
}
- Fri May 03, 2024 6:28 pm
- Forum: Dialogue System for Unity
- Topic: Setting Up Tutorial For Players
- Replies: 5
- Views: 622
Setting Up Tutorial For Players
So having a couple issues trying to set things up for players having a tutorial. My thought was. 1.) Attach Dialogue System Trigger to player. have it que to go on start. 2.) That leads towards a node that would Continue from it Instantly (To two other nodes with variable condition) 3.) One node wou...
- Thu May 02, 2024 10:36 pm
- Forum: Dialogue System for Unity
- Topic: Compass Navigator Pro 2 (just released)
- Replies: 14
- Views: 1218
Re: Compass Navigator Pro 2 (just released)
UPON TESTING
The quest tracking script is the culprit. After updating to new version all of the fields that were filled in are blank.
If that is left blank then upon reload things will be turned on.
I am just going to remove that script from the POIS and should be good to go
The quest tracking script is the culprit. After updating to new version all of the fields that were filled in are blank.
If that is left blank then upon reload things will be turned on.
I am just going to remove that script from the POIS and should be good to go
- Thu May 02, 2024 4:06 pm
- Forum: Dialogue System for Unity
- Topic: Compass Navigator Pro 2 (just released)
- Replies: 14
- Views: 1218
Re: Compass Navigator Pro 2 (just released)
Will test right a few things
Set the POIS as disabled
1.) Remove the POIS Saver component.
2.) remove the quest tracking component.
3.) Combo of both removed
4.) Try actually filling in fields, or leaving empty on the quest track component.
See what if anything is turning on after reload.
Set the POIS as disabled
1.) Remove the POIS Saver component.
2.) remove the quest tracking component.
3.) Combo of both removed
4.) Try actually filling in fields, or leaving empty on the quest track component.
See what if anything is turning on after reload.
- Thu May 02, 2024 3:39 am
- Forum: Dialogue System for Unity
- Topic: Compass Navigator Pro 2 (just released)
- Replies: 14
- Views: 1218
Re: Compass Navigator Pro 2 (just released)
Tried that it did not work.
Everything is fine on start, but after a reload of game.
Everything seems turned back on to visible.
These are all things that are setup through Quest machine where certain nodes would turn Visible (get quest go here)
Then back off (Finish quest, or node true etc.)
Everything is fine on start, but after a reload of game.
Everything seems turned back on to visible.
These are all things that are setup through Quest machine where certain nodes would turn Visible (get quest go here)
Then back off (Finish quest, or node true etc.)
- Wed May 01, 2024 6:54 pm
- Forum: Dialogue System for Unity
- Topic: Compass Navigator Pro 2 (just released)
- Replies: 14
- Views: 1218
Re: Compass Navigator Pro 2 (just released)
Updated everything but having a bug I believe sicne updated from 1 to the 2 integration. Now on reload of game all of my POIS visibility become true How setup with dialogue and quest machine integrations, that basically they only become True and visible When quest nodes are using actions to tell it ...
- Wed Apr 24, 2024 3:59 pm
- Forum: Dialogue System for Unity
- Topic: Cursor Disappears With Second Monitor
- Replies: 2
- Views: 288
Re: Cursor Disappears With Second Monitor
Thanks will take a look at what you showed. Now that can find when conversation is active should be simple.