Search found 10 matches
- Fri Mar 04, 2022 4:35 pm
- Forum: Dialogue System for Unity
- Topic: Extra Database - Accessing Variables
- Replies: 5
- Views: 651
Re: Extra Database - Accessing Variables
Thanks for all the help. After running the two db's in the unique id tool things are working well. I'm going to look into upgrading the version to set baseID still, because I'd like having that level of control going forward.
- Fri Mar 04, 2022 3:14 pm
- Forum: Dialogue System for Unity
- Topic: Extra Database - Accessing Variables
- Replies: 5
- Views: 651
Re: Extra Database - Accessing Variables
Hmm ok that sounds like how I'd expect it to work. Weirdly, I cannot reproduce today what I saw yesterday, now after I switch scenes the conversation doesn't run. All I know is that I have the extra database component with "Once" checked, in my 2nd scene, and that component disappears at r...
- Thu Mar 03, 2022 6:05 pm
- Forum: Dialogue System for Unity
- Topic: Extra Database - Accessing Variables
- Replies: 5
- Views: 651
Extra Database - Accessing Variables
Hey, I'm playing with the structure for my game and I was hoping to use ExtraDatabase component for certain things. Such as, controlling an entire minigame in dialogue. This one complex conversation has lots of variables, but they only matter from the beginning to end of the 'conversation' (which en...
- Tue Sep 14, 2021 7:03 pm
- Forum: Dialogue System for Unity
- Topic: Hidden "useOverrides" setting is changing with different databases?
- Replies: 3
- Views: 2462
Re: Hidden "useOverrides" setting is changing with different databases?
Mostly as an interchange format so we can have large numbers of conversations sketched out, give them to a writer, and they can fill in the blanks, so to speak. We want a format that we can easily give to a writer without requiring them to install unity or other tools.
- Fri Sep 10, 2021 5:02 pm
- Forum: Dialogue System for Unity
- Topic: Hidden "useOverrides" setting is changing with different databases?
- Replies: 3
- Views: 2462
Hidden "useOverrides" setting is changing with different databases?
Hi, I noticed a strange issue and spent some time investigating, but I've hit a wall. So I export my db in csv format. Then I import that csv as a new db. Then, in my scene I simply swap the old db for the new one in my DialogueSystemController object. But all of the sudden, I saw weird camera issue...
- Wed Jun 10, 2020 5:08 pm
- Forum: Dialogue System for Unity
- Topic: Dynamically controlling conversations (example)
- Replies: 9
- Views: 929
Re: Dynamically controlling conversations (example)
No I was trying to avoid passing hard-coded strings around to prevent typos, so I set the DanceMove to type "Item" which let me pick "Dance1" in the dropdown. But it's displayed as "Dance1 [1]" so I guess the underlying data is the int 1. Wondering if there's any built-...
- Wed Jun 10, 2020 4:27 pm
- Forum: Dialogue System for Unity
- Topic: Dynamically controlling conversations (example)
- Replies: 9
- Views: 929
Re: Dynamically controlling conversations (example)
Thanks for the extra info, and I probably posted my edit just a minute too late to save your time, sorry about that! It definitely works for me as you're saying. If I could bother you for one last clarification, on the lua side of it again, I'm having trouble understanding how to access dialog datab...
- Wed Jun 10, 2020 2:34 pm
- Forum: Dialogue System for Unity
- Topic: Dynamically controlling conversations (example)
- Replies: 9
- Views: 929
Re: Dynamically controlling conversations (example)
Thanks again! The lua stuff is starting to make sense, but I'm still having a bit of trouble with the 2nd method, using OnConversationLine. I received the event, with a Subtitle object, and I tried to do custom text replacement on the subtitle.formattedText.text field. Stepping through the debugger ...
- Tue Jun 09, 2020 5:26 pm
- Forum: Dialogue System for Unity
- Topic: Dynamically controlling conversations (example)
- Replies: 9
- Views: 929
Re: Dynamically controlling conversations (example)
Thanks for the quick reply! Just one thing I'm still unsure about, apart from getting the name with [var=Conversant], how would I include dialogue text for the field "Custom Move", or other info? Is there a way to get arbitrary text from a function with lua somehow? Thanks again
- Tue Jun 09, 2020 4:12 pm
- Forum: Dialogue System for Unity
- Topic: Dynamically controlling conversations (example)
- Replies: 9
- Views: 929
Dynamically controlling conversations (example)
Hi, I've been reading the docs as extensively as possible, but I'm stuck on what to do in a basic example of passing data between the player and some NPCs. Let me explain, since it's pretty basic, and please tell me if 1) I'm doing this correctly, 2) what I'm missing? The player is running around a ...