Search found 10 matches
- Sat Nov 09, 2024 4:11 pm
- Forum: Dialogue System for Unity
- Topic: Setting Barks to Random by Script Doesn't Work
- Replies: 1
- Views: 77
Setting Barks to Random by Script Doesn't Work
Hello- I have a character with a dialogue system trigger on them. Trigger = On Use. The action includes Barks. I have a script that eventually changes the bark conversation values in the following way: milo.GetComponent<DialogueSystemTrigger>().barkConversation = "Homestead/Act 1/Milo/Generic B...
- Sat Oct 12, 2024 6:00 pm
- Forum: Dialogue System for Unity
- Topic: Typewriter Pause Durations conflict with subtitle chars per second
- Replies: 1
- Views: 70
Typewriter Pause Durations conflict with subtitle chars per second
Hello! I'd like to match my typewriter effect perfectly with my subtitle chars per second setting, even with half/full pause characters. I have followed both https://pixelcrushers.com/phpbb/viewtopic.php?t=5715 and https://www.pixelcrushers.com/phpbb/viewtopic.php?t=7819 to try to achieve this. The ...
- Sat Jul 13, 2024 3:12 pm
- Forum: Dialogue System for Unity
- Topic: Stop typewriter effect + show player responses (but do not force continue)
- Replies: 9
- Views: 916
Re: Stop typewriter effect + show player responses (but do not force continue)
Thanks for putting this together! The only difference with your example and what I'm looking for is that, in your example, you have click the continue button twice in a row before the response menu shows up. I only want the continue button to need to be pressed when there won't be a player response ...
- Sat Jul 13, 2024 12:15 pm
- Forum: Dialogue System for Unity
- Topic: Stop typewriter effect + show player responses (but do not force continue)
- Replies: 9
- Views: 916
Re: Stop typewriter effect + show player responses (but do not force continue)
Thanks for the input so far! I think, to put another way, what I can't replicate using these methods is making the 'Continue' button functionally equivalent to a response menu when two NPCs are talking to each other. My hope is to replace all the player '...' conversation nodes below with a continue...
- Sun Jul 07, 2024 10:51 pm
- Forum: Dialogue System for Unity
- Topic: Stop typewriter effect + show player responses (but do not force continue)
- Replies: 9
- Views: 916
Stop typewriter effect + show player responses (but do not force continue)
Hello! My goal: I want to give players a way to skip/fast forward through the typewriter effect by pressing spacebar. I would like this to either: finish out the current line of dialogue + immediately show the player response options, or (if no response options are between lines), still force the pl...
- Wed Jan 04, 2023 10:41 pm
- Forum: Dialogue System for Unity
- Topic: All new conversations throw SimStatus field Lookup Error
- Replies: 4
- Views: 284
Re: All new conversations throw SimStatus field Lookup Error
Hey Tony - no need to worry about this one (we can probably delete). Looks like it had something strange to do with how I have my slotted save games set up (using EasySave3 mixed with the Dialogue System Saver) - launching within the scene appears to be doing something wonky when loading in my Dialo...
- Wed Jan 04, 2023 10:33 pm
- Forum: Dialogue System for Unity
- Topic: All new conversations throw SimStatus field Lookup Error
- Replies: 4
- Views: 284
Re: All new conversations throw SimStatus field Lookup Error
Thanks for the speedy reply! I am indeed using SimStatus, so I can use the the [em#] tag to track previously chosen dialogue options and grey them slightly. The initialize new variables checkbox is also ticked. Interestingly, most of my old conversations still work (including using the SimStatus), i...
- Wed Jan 04, 2023 9:49 pm
- Forum: Dialogue System for Unity
- Topic: All new conversations throw SimStatus field Lookup Error
- Replies: 4
- Views: 284
All new conversations throw SimStatus field Lookup Error
Hello! I've written multiple conversations for my game, and they all have worked great. I recently upgraded desktops, and while previous conversations still work great, every single new one I've tried to create throws this error for every single node: Dialogue System: Lua code 'return Conversation[ ...
- Sat Mar 27, 2021 7:59 pm
- Forum: Dialogue System for Unity
- Topic: Active Speaker Overhead Indicator
- Replies: 7
- Views: 529
Re: Active Speaker Overhead Indicator
Thank you for the example Tony, this makes a lot of sense. You rock!
- Sat Mar 27, 2021 5:37 pm
- Forum: Dialogue System for Unity
- Topic: Active Speaker Overhead Indicator
- Replies: 7
- Views: 529
Active Speaker Overhead Indicator
Hey! I am not using text-bubble based dialogue in my game (I'm essentially using the base WRPG type template). With that, I was wondering if there was a relatively easy built-in way to show an indicator (not a quest indicator) over the current speaking actor's head (like the icon of a speech bubble ...