Search found 89 matches
- Mon Dec 30, 2024 2:14 am
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 57
- Views: 27661
Re: Yarn 1.2.7
It works perfectly! Thank you so much for putting the time in for me, it really unlocks my game. For this one I'm trying a system where instead of nesting a bunch of conditionals in a hub I'm adding the URL to a conversation list each character and interactive item has, they trigger one at a time ea...
- Sun Dec 29, 2024 5:50 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 57
- Views: 27661
Re: Yarn 1.2.7
Thank you kindly!
- Sun Dec 29, 2024 3:29 pm
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 57
- Views: 27661
Re: Yarn 1.2.7
OK I've tried that now, but it's still doing the same thing:
Just changed spelling to check I that it was a new import.
Code: Select all
_G['addConvo']('Landlord', 'LLLLLLandlord', '/', 'Closet')
- Sun Dec 29, 2024 1:06 am
- Forum: Dialogue System for Unity
- Topic: Yarn 1.2.7
- Replies: 57
- Views: 27661
Re: Yarn 1.2.7
This is related to this old thread of mine, I hope this is OK to post here! I'm working with YarnConverter import in 1.2.7 and custom yarn commands again, and I've run into this issue: Yarn: <<addConvo "Landlord" "Landlord/Closet">> DS Script: _G['addConvo']("Landlord",...
- Thu Dec 26, 2024 4:28 pm
- Forum: Dialogue System for Unity
- Topic: SaveSystem load doesn't load, only resets scene
- Replies: 3
- Views: 425
Re: SaveSystem load doesn't load, only resets scene
I figured it out! By making sure I was testing everything I could think of before replying to you. I had a Dialogue Trigger that was set to trigger On Start, which called a convo that set all the starting variables, so it overwrote everything each time. Is there a built in way in DS to differentiate...
- Tue Dec 24, 2024 5:19 pm
- Forum: Dialogue System for Unity
- Topic: SaveSystem load doesn't load, only resets scene
- Replies: 3
- Views: 425
SaveSystem load doesn't load, only resets scene
I've set up the save system following the "Dialogue System for Unity 2.x Save System" Youtube tutorial, so I have Save System, Json Data Serializer, Player Prefs Saved Game Data Storer and Dialogue System Saver on the Dialouge Manager. I have a pause menu with Save and Load buttons, which ...
- Tue Nov 19, 2024 1:36 am
- Forum: Dialogue System for Unity
- Topic: Typewriter effect when using Timeline
- Replies: 3
- Views: 855
Re: Typewriter effect when using Timeline
Turning off Play On Awake fixed it! I updated to the latest version anyway (27->29.) Thanks for your help!
- Mon Nov 18, 2024 7:01 pm
- Forum: Dialogue System for Unity
- Topic: Typewriter effect when using Timeline
- Replies: 3
- Views: 855
Typewriter effect when using Timeline
I'm using Timeline to run my conversation. I'm using continue tracks for each not continuously, and then using the <<seq Timeline(speed, Conversation, 0); required Timeline(speed, Conversation, 1)@Message(ClosedSubtitle);>> To pause the timeline until the player hits the continue button. The TextMes...
- Fri Aug 23, 2024 3:50 pm
- Forum: Dialogue System for Unity
- Topic: Check if Response Menu is active through code
- Replies: 5
- Views: 957
Re: Check if Response Menu is active through code
Thank you, i'd missed the response panel is default! An issue I discovered is that I was trying to check that variable in OnConversationLine(Subtitle subtitle), it didn't work until I checked it in an update loop. It must become true after that function is called. I've got it checking in the Update ...
- Fri Aug 23, 2024 12:31 pm
- Forum: Dialogue System for Unity
- Topic: Check if Response Menu is active through code
- Replies: 5
- Views: 957
Re: Check if Response Menu is active through code
Not quite what I'm looking for, I don't need to call them, I just want to check if they're already happening in the conversation. I have a script that runs different animations, and one of the animations I want to run is when the conversation hits a response node. I wrote something checking the Resp...