Search found 27 matches
- Mon Jan 16, 2023 3:37 pm
- Forum: Dialogue System for Unity
- Topic: How to display actor name in conversation.
- Replies: 3
- Views: 248
Re: How to display actor name in conversation.
Awesome, thanks for your quick reply as always!
- Mon Jan 16, 2023 3:10 pm
- Forum: Dialogue System for Unity
- Topic: How to display actor name in conversation.
- Replies: 3
- Views: 248
How to display actor name in conversation.
I want to refer to the name of an actor who is not the actor or conversant in a conversation and I can't get it to show up. I am using this in the Dialogue Text field: Let us go visit [lua(Actor["OtherNPC"].DisplayName)]. There is no syntax error but an empty string is returned, even thoug...
- Thu Jul 14, 2022 1:45 pm
- Forum: Dialogue System for Unity
- Topic: How to do Same conversation, different actors, different text?
- Replies: 10
- Views: 1160
Re: How to do Same conversation, different actors, different text?
Thanks again, so for my next question - some of the actors will have a backstory that I wish to author in a separate conversation, I'd like to be able to push this in as a variable that identifies a conversation and the player can select it as a response if it is available. Is there a way to dynamic...
- Tue Jul 12, 2022 2:12 pm
- Forum: Dialogue System for Unity
- Topic: How to do Same conversation, different actors, different text?
- Replies: 10
- Views: 1160
Re: How to do Same conversation, different actors, different text?
Managed to find my own workaround, seems that as long as the speaker is set to the same actor for all the generic conversations then the character cache will keep using the specified actor from the first conversation.
- Tue Jul 12, 2022 12:41 pm
- Forum: Dialogue System for Unity
- Topic: How to do Same conversation, different actors, different text?
- Replies: 10
- Views: 1160
Re: How to do Same conversation, different actors, different text?
Thanks, I ended up piggybacking off CSVConverterWindow which works well, so for my next problem: I have several generic conversations where speakers are not specified in the database but are provided at runtime (Shopkeeper_01 etc). These conversations use links so that Generic_Entry will link to Gen...
- Sun Jul 10, 2022 10:22 pm
- Forum: Dialogue System for Unity
- Topic: How to do Same conversation, different actors, different text?
- Replies: 10
- Views: 1160
Re: How to do Same conversation, different actors, different text?
Following up to this thread, I got pulled onto some other tasks so I've only just started working on this and the proof of concept seems to work, but I don't really like the workflow of having to add additional fields into the Actor by hand and then write them in the inspector (the text field is rea...
- Tue May 31, 2022 3:36 pm
- Forum: Dialogue System for Unity
- Topic: How to do Same conversation, different actors, different text?
- Replies: 10
- Views: 1160
Re: How to do Same conversation, different actors, different text?
Thanks for the quick response! This seems like it will do what I need
- Tue May 31, 2022 2:21 pm
- Forum: Dialogue System for Unity
- Topic: How to do Same conversation, different actors, different text?
- Replies: 10
- Views: 1160
How to do Same conversation, different actors, different text?
Hello, We have a game where you make deliveries to NPCs and the conversation tree has some pretty complex logic so I don't want to duplicate it, however I do want to have unique dialogue for each NPC. In order to get across each character I'd like to replace the text entirely on some of the nodes so...
- Mon Aug 16, 2021 2:30 pm
- Forum: Dialogue System for Unity
- Topic: Trying to branch with RandomizeNextEntry, but both branches are displayed
- Replies: 3
- Views: 440
Re: Trying to branch with RandomizeNextEntry, but both branches are displayed
Oh I didn't know that RandomizeNextEntry was only for NPCs, still this solution works great, thanks for your quick reply as always.
- Mon Aug 16, 2021 1:48 pm
- Forum: Dialogue System for Unity
- Topic: Trying to branch with RandomizeNextEntry, but both branches are displayed
- Replies: 3
- Views: 440
Trying to branch with RandomizeNextEntry, but both branches are displayed
I guess I am doing something wrong here, but I can't work out what... I want to give the player 3 response options, but I want to vary the text so I have created parent groups for each set of 3 responses, and am using RandomizeNextEntry to try and select one of the parents. However what is actually ...