Hi Tony,
again thanks for the quick reply, highly appreciate it. At least I know now that this is an actual limitation/functionality so I can try either figure out a workaround or go with your suggestion of search & replace.
Cheers,
Lauri
Search found 8 matches
- Fri May 07, 2021 4:58 am
- Forum: Dialogue System for Unity
- Topic: Adding new Quest Entries messes up listeners/Entry references
- Replies: 2
- Views: 213
- Thu May 06, 2021 10:08 am
- Forum: Dialogue System for Unity
- Topic: Adding new Quest Entries messes up listeners/Entry references
- Replies: 2
- Views: 213
Adding new Quest Entries messes up listeners/Entry references
Hi! in our game we have Quests, that have Entries (Subtasks). So I might make a Quest ("Main Mission") that consists of for example 5 Quest Entries. Then I make e.g. a gameobject, which listens to a Quest Entry state when the level is loaded to latest checkpoint. Lets say as an example, a ...
- Thu Aug 06, 2020 7:28 am
- Forum: Dialogue System for Unity
- Topic: Check if a dialogue conversation is happening in code
- Replies: 8
- Views: 4122
Re: Check if a dialogue conversation is happening in code
Hi, could someone open up this a bit? If I add below Tony's code to my Player, how to check e.g. from NPC's dialogue triggers that Player is already in a conversation, preferably with Lua? I have added below code to my player but don't know now how to read "isInConversation" boolean. Also ...
- Thu Aug 06, 2020 6:03 am
- Forum: Dialogue System for Unity
- Topic: "Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
- Replies: 6
- Views: 616
Re: "Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
...as a further information I made a workaround (for now) with following steps: 1) Added a second Dialogue System Trigger component 2) Marked it to trigger "On Trigger Exit" 3) Registered a new Lua function "StopTalking" (script below) 4) Run this "StopTalking" On the t...
- Thu Aug 06, 2020 5:05 am
- Forum: Dialogue System for Unity
- Topic: "Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
- Replies: 6
- Views: 616
Re: "Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
Great, thanks for updating the documentation, always beneficial. Still, I am wondering a problem related to my same setup. I started thinking why I even need to pass any transforms of the characters, as there is the "Stop Conversation on Trigger Exit" feature in Dialogue Manager. So I trie...
- Wed Aug 05, 2020 3:36 am
- Forum: Dialogue System for Unity
- Topic: "Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
- Replies: 6
- Views: 616
Re: "Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
Hi Tony,
perfect. This is what I was fighting with and it's now fixed. Great if you can update the manual, at least for me was a bit unclear how the distance measuring works. Thanks a lot!
Cheers,
Lauri
perfect. This is what I was fighting with and it's now fixed. Great if you can update the manual, at least for me was a bit unclear how the distance measuring works. Thanks a lot!
Cheers,
Lauri
- Wed Aug 05, 2020 2:43 am
- Forum: Dialogue System for Unity
- Topic: Stop Conversation if too far issue
- Replies: 1
- Views: 183
Re: Stop Conversation if too far issue
Hi Tony,
ah sorry, something happened with my first post yesterday night and I thought it didn't go through so I re-posted. This duplicate can be deleted, sorry about it! I'll have a look on your answer.
Best,
Lauri
ah sorry, something happened with my first post yesterday night and I thought it didn't go through so I re-posted. This duplicate can be deleted, sorry about it! I'll have a look on your answer.
Best,
Lauri
- Tue Aug 04, 2020 3:26 pm
- Forum: Dialogue System for Unity
- Topic: "Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
- Replies: 6
- Views: 616
"Stop Conversation if too far" problem with cross-scene transformations passed with FSM PlayMaker
Hi, I bumped into interesting but troublesome issue. My setup: 1) I have a scene called "Logic" where I hold the Player (named as "Pilot") 2) I have a scene called "Enemies" where I hold the NPC (named as "Geologist") 3) I have a Player in the Logic scene, hav...