yup got it working exactly how I wanted, thanks!
EDIT: There's actually another thing, for big scenes that take a while to load is there any simple way to implement a loading screen when using the Scene Portal?
Search found 12 matches
- Fri Jan 15, 2021 5:47 am
- Forum: Dialogue System for Unity
- Topic: OPSIVE Save
- Replies: 7
- Views: 231
- Fri Jan 15, 2021 5:11 am
- Forum: Dialogue System for Unity
- Topic: Making the UI follow the NPC
- Replies: 13
- Views: 794
Re: Making the UI follow the NPC
hi, so this is my lua code, sadly it did not work, no errors:
Code: Select all
SetEmeraldDestination("go=Stark", "stop");
SetEmeraldBehavior("go=Stark", "passive");
SetEmeraldWander("go=Stark", "stationary")
- Thu Jan 14, 2021 11:31 am
- Forum: Dialogue System for Unity
- Topic: OPSIVE Save
- Replies: 7
- Views: 231
Re: OPSIVE Save
I'm a bit lost, so i've set the door up as an interactable and then added the ScenePortal component on the house itself, i've removed the required tag from the ScenePortal and on the interactable script on the door I've set the target to the house (ScenePortal), then I got somewhat lost with what to...
- Thu Jan 14, 2021 10:48 am
- Forum: Dialogue System for Unity
- Topic: Making the UI follow the NPC
- Replies: 13
- Views: 794
Re: Making the UI follow the NPC
So I didn't add the lua component to the dialogue manager, after testing it again it now seems to work (sort of), basically the NPC seems to only switch to stationary when they reach their waypoint, until they reach it they keep walking and then because of that they also refuse to turn around. Is th...
- Thu Jan 14, 2021 10:33 am
- Forum: Dialogue System for Unity
- Topic: OPSIVE Save
- Replies: 7
- Views: 231
Re: OPSIVE Save
Hi, so I got that working. I used the Scene Portal component, is there a way to activate the scene portal on a button press rather than as soon as you enter the trigger? I'd like it to just pop up like "Press E to enter" and then it does the thing
- Thu Jan 14, 2021 10:03 am
- Forum: Dialogue System for Unity
- Topic: Making the UI follow the NPC
- Replies: 13
- Views: 794
Re: Making the UI follow the NPC
Sorry for the long reply I got caught up in some other stuff, so the rotating thing worked when I set the character to stationary, however when I try to run the lua code to change from Dynamic wandering to Stationary I get this error, not entirely sure why. (I did also try capitalising the S) SetEme...
- Thu Jan 14, 2021 5:42 am
- Forum: Dialogue System for Unity
- Topic: OPSIVE Save
- Replies: 7
- Views: 231
OPSIVE Save
Hi, I'm using the third person OPSIVE Character Controller and have created a dialogue manager in my scene, and also applied the UCC Saver to my character. I'm attempting to make an instanced interior so when you "enter a building" it loads a new scene and spawns you by the door, then when...
- Thu Jan 07, 2021 6:39 pm
- Forum: Dialogue System for Unity
- Topic: Is there a way to disable all HUD in conversation?
- Replies: 1
- Views: 69
Is there a way to disable all HUD in conversation?
I have made the game pause when the player talks to an NPC, how would I remove all the HUD at the same time during conversation?
- Tue Jan 05, 2021 1:56 pm
- Forum: Dialogue System for Unity
- Topic: Making the UI follow the NPC
- Replies: 13
- Views: 794
Re: Making the UI follow the NPC
In your conversation's first node (the one after <START>), set the Sequence field to something like: CODE: SELECT ALL LookAt(listener,speaker); {{default}}) This uses the LookAt sequencer command to make the speaker (the NPC) look at the listener (the player). So I noticed you said "something ...
- Tue Jan 05, 2021 10:51 am
- Forum: Dialogue System for Unity
- Topic: Making the UI follow the NPC
- Replies: 13
- Views: 794
Re: Making the UI follow the NPC
Hi, so I got this working and it's lead me onto what is hopefully my final question. Using Emerald AI, is there a simple option in dialogue manager to make the NPC stop moving and face the player?