Search found 40 matches
- Thu Dec 23, 2021 12:52 pm
- Forum: Dialogue System for Unity
- Topic: Ink Integration: Using the Conversation diagrams
- Replies: 3
- Views: 545
Re: Ink Integration: Using the Conversation diagrams
Thanks for the quick response, as always! Yeah, seeing the full dialogue tree and performing global quest/variable checks through DS is great, so starting up Inks through the dialogue tree itself could be a huge time-saver, while also keeping up the writing centralized and organized in a small numbe...
- Thu Dec 23, 2021 7:41 am
- Forum: Dialogue System for Unity
- Topic: Ink Integration: Using the Conversation diagrams
- Replies: 3
- Views: 545
Ink Integration: Using the Conversation diagrams
Hello. I've been using both DS and Ink on different projects, but recently I decided to look into the integration. Oneof the main reasons for me looking into it is that Ink can get... a bit chaotic at times, especially with long conversations or NPCs that have multiple dialogue trees. I was wonderin...
- Thu Mar 25, 2021 7:22 pm
- Forum: Dialogue System for Unity
- Topic: Changing a C# script variable or calling a function through a Dialogue Node
- Replies: 13
- Views: 1667
Re: Changing a C# script variable or calling a function through a Dialogue Node
It's set to OnUse, yes. The trigger just detects when the player is in there. When the conversation is started via FSM, both the Letterbox and the first line in the conversation show up as they should, but I can't progress past that, as if the system isn't reading the inputs from InControl. As for t...
- Thu Mar 25, 2021 6:42 pm
- Forum: Dialogue System for Unity
- Topic: Changing a C# script variable or calling a function through a Dialogue Node
- Replies: 13
- Views: 1667
Re: Changing a C# script variable or calling a function through a Dialogue Node
We're using InControl, along with our own input system based on Player Actions. It was worked to activate with an input we declared as "Interaction". And the Debug I mentioned shows that it is calling the Usable component, but another debug in the Dialogue System Trigger (inside the OnConv...
- Thu Mar 25, 2021 6:18 pm
- Forum: Dialogue System for Unity
- Topic: Changing a C# script variable or calling a function through a Dialogue Node
- Replies: 13
- Views: 1667
Re: Changing a C# script variable or calling a function through a Dialogue Node
Interestingly, I put a Debug Log in the Usable component and it appears in the Console, but there's no log for "Starting conversation". So it kinda looks like the input is registering, but it's not being sent to my Dialogue System Trigger. It makes no sense why it's happening, though. The ...
- Thu Mar 25, 2021 4:58 pm
- Forum: Dialogue System for Unity
- Topic: Changing a C# script variable or calling a function through a Dialogue Node
- Replies: 13
- Views: 1667
Re: Changing a C# script variable or calling a function through a Dialogue Node
Well, I checked the prefabs and even changed a few settings, but the issue seems to be with the database, from what I'm guessing, since there are no warnings on the Console. However, these were appearing in the Dialogue Nodes - specifically the first ones in the conversations. Captura de Tela (213)....
- Thu Mar 25, 2021 3:17 pm
- Forum: Dialogue System for Unity
- Topic: Changing a C# script variable or calling a function through a Dialogue Node
- Replies: 13
- Views: 1667
Re: Changing a C# script variable or calling a function through a Dialogue Node
So I tried updating the Dialogue System to get the new functions for the Event... and the dialogues just stopped being called.
Do the updates replace the default assets? Maybe they've been reverted to another form.
Do the updates replace the default assets? Maybe they've been reverted to another form.
- Wed Mar 24, 2021 9:38 am
- Forum: Dialogue System for Unity
- Topic: Changing a C# script variable or calling a function through a Dialogue Node
- Replies: 13
- Views: 1667
Re: Changing a C# script variable or calling a function through a Dialogue Node
Sorry for the late reply.
The Scene Events tab doesn't appear as in the video. All I have is a regular On Execute() tab. My version of Dialogue System is 2.2.6. Were Scene Events added after that?
And on a sidenote, do Scene Events also apply if I'm using Unity's Multi-Scene Editing?
The Scene Events tab doesn't appear as in the video. All I have is a regular On Execute() tab. My version of Dialogue System is 2.2.6. Were Scene Events added after that?
And on a sidenote, do Scene Events also apply if I'm using Unity's Multi-Scene Editing?
- Fri Mar 19, 2021 1:00 pm
- Forum: Dialogue System for Unity
- Topic: Changing Subtitle Offset at Runtime
- Replies: 5
- Views: 508
Re: Changing Subtitle Offset at Runtime
I did it! Had to adapt some of what you told me, but it worked out well! This is basically what I did: using System.Collections; using System.Collections.Generic; using UnityEngine; using PixelCrushers.DialogueSystem; public class ChangeBubblePlacement : MonoBehaviour { public PlayMakerFSM dialogueF...
- Fri Mar 19, 2021 12:54 pm
- Forum: Dialogue System for Unity
- Topic: Changing a C# script variable or calling a function through a Dialogue Node
- Replies: 13
- Views: 1667
Changing a C# script variable or calling a function through a Dialogue Node
Hello, I have a variable I want to change in a script in the very first conversation I have with an NPC. As such, I think placing it in the Dialogue Node that ends the conversation would be appropriate, but I couldn't call the NPC object reference in the Unity Event section of the node. is there any...