Search found 9 matches

by Lyl
Sat Jun 27, 2020 8:33 am
Forum: Dialogue System for Unity
Topic: Changing menu text on specific node during conversation
Replies: 3
Views: 288

Re: Changing menu text on specific node during conversation

Well, I found the perfect solution thanks to your latest tutorial (I hope you'll keep making those), by making a very simple custom lua script which worked like a charm! I tried to use two response nodes (both of them using the same custom menu panel), one showing even when invalid(the one saying &q...
by Lyl
Fri Jun 26, 2020 6:04 am
Forum: Dialogue System for Unity
Topic: Changing menu text on specific node during conversation
Replies: 3
Views: 288

Changing menu text on specific node during conversation

Hello Tony, I'm pretty of sure I'm not the first one to ask this question, but I couldn't find the answer for this specific predicament on the forum - sorry for the redundancy. I'm trying to change the menu text of a response menu linked to a custom panel(which stays active but disabled if condition...
by Lyl
Wed May 20, 2020 1:31 am
Forum: Dialogue System for Unity
Topic: [SOLVED]Unpause() set timeScale to 0
Replies: 3
Views: 574

Re: Unpause() set timeScale to 0

Awesome! Thanks a lot.
And sorry for not checking the extra page before posting...

Have a nice day!
by Lyl
Tue May 19, 2020 1:56 pm
Forum: Dialogue System for Unity
Topic: [SOLVED]Unpause() set timeScale to 0
Replies: 3
Views: 574

[SOLVED]Unpause() set timeScale to 0

Hello Tony, For the context, I was trying to set the idle barks on "standby" during a cutscene (which doesn't contain any dialogue) using the Pause and Unpause functions, when I realized all my animations froze as soon as Unpause() was called. The culprit seems to be the timeScale, set to ...
by Lyl
Wed May 13, 2020 2:06 am
Forum: Dialogue System for Unity
Topic: Override dialogue UI+Specify dialogue entry weirdness
Replies: 3
Views: 489

Re: Override dialogue UI+Specify dialogue entry weirdness

That's because it's waiting for the animators to run their Show and Hide animations, since the Show Trigger and Hide Trigger values are probably still set. They'll eventually give up after a specific number of seconds. Thanks for the explanation, it was really bugging me ^^ I was mostly testing thi...
by Lyl
Tue May 12, 2020 12:45 pm
Forum: Dialogue System for Unity
Topic: Override dialogue UI+Specify dialogue entry weirdness
Replies: 3
Views: 489

Override dialogue UI+Specify dialogue entry weirdness

Hello Tony, I was poking the system around, when I found an oddity: When I start a conversation using a dialogue system trigger with both a gameobject with an override component set as actor (or conversant) and a starting entry ID, the dialogue UI just briefly blinks and disappears right away (actua...
by Lyl
Thu Mar 12, 2020 12:21 pm
Forum: Dialogue System for Unity
Topic: Persistent custom panels
Replies: 7
Views: 527

Re: Persistent custom panels

It worked flawlessly!
Thanks for the idea, it optimizes a bit the whole shebang. I still need to test it when it comes to switch to another dialogue UI, but I'm not worried.
by Lyl
Wed Mar 11, 2020 8:06 am
Forum: Dialogue System for Unity
Topic: Persistent custom panels
Replies: 7
Views: 527

Re: Persistent custom panels

Thanks for your answer and the example, I think I'll stick with the whole "one panel per npc" method for now ^^
by Lyl
Tue Mar 10, 2020 12:03 pm
Forum: Dialogue System for Unity
Topic: Persistent custom panels
Replies: 7
Views: 527

Persistent custom panels

Hello Tony (and whoever is reading this post), First of all, thank you and congratulation for this amazing tool, which is really handy for us little people :) I'm currently trying to make a comic-like cutscene, where a new custom panel appears on each "continue" action, without erasing the...