Search found 110 matches
- Thu Mar 02, 2023 10:23 am
- Forum: Dialogue System for Unity
- Topic: Logics between quest and item?
- Replies: 7
- Views: 804
Re: Logics between quest and item?
I have the corgi engine so instead purchase another inventory plugin, I'm going to give the "Inventory Engine" a try. In general, can you help me to sort it out all the basis setup procedures? My guess is that I need to import one of the Inventory Engline third part support package from di...
- Thu Mar 02, 2023 9:16 am
- Forum: Dialogue System for Unity
- Topic: Logics between quest and item?
- Replies: 7
- Views: 804
Re: Logics between quest and item?
got it, how about Quest Machine? I have brought that asset as well, does Quest Machine have the same implementation or any differences that I should be noted?
- Thu Mar 02, 2023 3:13 am
- Forum: Dialogue System for Unity
- Topic: Logics between quest and item?
- Replies: 7
- Views: 804
Logics between quest and item?
Hi Tony, I'm trying to figure out how does Quest and Item in dialogue system relates to each other, based on your documentations, I'm able to create an Item and a Quest in "Quests/Items" tab from the dialogue editor. But there's nothing to be configured between a quest and an item, for ins...
- Mon Jan 30, 2023 8:42 am
- Forum: Dialogue System for Unity
- Topic: question about SetContinueMode
- Replies: 5
- Views: 556
Re: question about SetContinueMode
Can I do something like this? Set current node continue button off, but play the default subtitle min second/characters per second ?
Code: Select all
SetContinueMode(false);
{{default}};
- Sun Jan 29, 2023 12:01 pm
- Forum: Dialogue System for Unity
- Topic: question about SetContinueMode
- Replies: 5
- Views: 556
Re: question about SetContinueMode
Hi Tony, tks for the reply, so whenever there's something in sequence, the Min Subtitle Seconds / Subtitle Chars Per Second will no longer effect unless Delay({{end}}) is presented? but if sequence field is blank, the the Min Subtitle Seconds / Subtitle Chars Per Second is taking effect right?
- Sun Jan 29, 2023 12:41 am
- Forum: Dialogue System for Unity
- Topic: question about SetContinueMode
- Replies: 5
- Views: 556
question about SetContinueMode
I have set Continue Mode in dialogue controller subtitle to "Optional" Then in my conversation, I have 3 nodes node #1, I input SetContinueMode(false) in sequence (I assume this will disable the continue button, and still play the dialogue) node #2, nothing in sequence node #3, I input Set...
- Wed Jan 18, 2023 8:42 am
- Forum: Dialogue System for Unity
- Topic: OnConversationStart and OnConversationLine
- Replies: 4
- Views: 602
Re: OnConversationStart and OnConversationLine
ok, tks for the reply, so the "Start" node will be played before OnConversationStart is executed, can I filter out the "Start" node in OnConversationPrepareLine method? something like if (dialogueEntry.id == 0) ?
- Tue Jan 17, 2023 6:32 am
- Forum: Dialogue System for Unity
- Topic: OnConversationStart and OnConversationLine
- Replies: 4
- Views: 602
Re: OnConversationStart and OnConversationLine
also, another question, for instance, I set dialogue system controller continue button to always, and I want to play a "talking" animation while actor is on a dialogue node. I use OnConversationLine to do the logic and it works perfectly if continue button is not "always", but in...
- Tue Jan 17, 2023 3:47 am
- Forum: Dialogue System for Unity
- Topic: OnConversationStart and OnConversationLine
- Replies: 4
- Views: 602
OnConversationStart and OnConversationLine
Tony, based on its naming, I thought OnConversationStart is triggered before any OnConversationLine is triggered in a conversation life cycle, but it is not the case, can you explain a bit of these two in the conversation life cycle? I'm trying to initializing some object whenever a conversation is ...
- Mon Jan 02, 2023 12:06 am
- Forum: Dialogue System for Unity
- Topic: SimStatus check failed in dialogue entry script
- Replies: 9
- Views: 1065
Re: SimStatus check failed in dialogue entry script
tks for the idea :) one last thing, the example you gave is a slightly different against the doc for registering Lua, so I don't know how to pass parameters like in the doc example, any idea that if I can pass parameter with your SymbolExtensions.GetMethodInfo()? tks ref: https://www.pixelcrushers.c...