Search found 78 matches
- Fri Sep 30, 2022 9:42 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
I think something broke - The command works if the string is only one word long, but if it's longer, it tries to send each word through as a different argument - it becomes this: _G['alert']('"with', 'my', 'man"') Run Node also seems to be broken? now when the conversation hits a run node,...
- Fri Sep 30, 2022 4:03 pm
- Forum: Dialogue System for Unity
- Topic: Localization issue with conversation trees and duplicate languages
- Replies: 3
- Views: 368
Re: Localization issue with conversation trees and duplicate languages
I don't know what happened - but I rolled back the dialogue database in Plastic SCM for the team. It didn't get rid of the languages, but it did fix the node titles. Previously the node titles would revert to "french" every time I reimported the CSV file, but now it's not doing it anymore....
- Fri Sep 30, 2022 11:57 am
- Forum: Dialogue System for Unity
- Topic: Localization issue with conversation trees and duplicate languages
- Replies: 3
- Views: 368
Localization issue with conversation trees and duplicate languages
I set up localization for DS using the Dialogue database and text table for UI, and got it hooked into Adventure Creator so it can be controlled through that menu. It went really quickly and seamlessly except for a few issues! I accidentally imported way too many conversation localizations - I just ...
- Fri Sep 23, 2022 11:16 am
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
I tried it as-is, string, float, bool, I sent the command as <<my_command "this is a string" 0f false>> I also tried editing the function and registration to be just a string and just a bool and just a float - none of them worked. Even just the float and just the bool resulted in the ''Sys...
- Thu Sep 22, 2022 7:48 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
I'm also running into an issue where the command is executing even if that dialogue branch isn't selected. Here is my yarn file: title: Items/Crockpot/BetweenChillis position: -10,-297 --- Thought: Here's Debbie's other crockpot. Not looking forward to skating around with this guy. -> Naomi: Might a...
- Thu Sep 22, 2022 5:29 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
Oh, I didn't see about adding it to the editor in the documentation you linked! Now that it's attached, I'm getting a different error: ArgumentException: Object of type 'System.String' cannot be converted to type 'System.Single'. System.RuntimeType.CheckValue (System.Object value, System.Reflection....
- Thu Sep 22, 2022 4:00 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
Also: The conditional format you suggested for the hub worked great! There are big pauses in the conversation - it looks like every time there is a <Run Node > node, it pauses for a beat before continuing. I fixed it by adding this line to YarnConverter.cs line 1099, if this helps anyone else. dlgEn...
- Thu Sep 22, 2022 3:28 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
Whatever I point Custom Commands File at RollerGirlYarnCommands.cs in the Yarn Importer, it gets overwritten with a script that has this comment at the top: // WARNING: Do not modify this file. It is automatically generated on every Yarn project import. // To add/change behavior, make a subclass of ...
- Wed Sep 07, 2022 2:59 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
This overwrote the merge button, which I couldn't actually get working yet. I'm trying to figure out how to import updates to the script without overwriting certain nodes - like the hub, and some other nodes that I have scene events hooked up to. I haven't been able to test the new merge button beca...
- Mon Aug 29, 2022 8:36 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 48
- Views: 12379
Re: Yarn 1.2.7
It brings in the options like this - the "what is that delicious smell" node should be branching from the start node, and only run if chilliQuest is 0. https://blekkenhorst.ca/2021/wp-content/uploads/2022/08/tree.png I would be fine to build the hub in Dialogue System instead of Yarn, but ...