Search found 5 matches

by jsebastian
Sun Aug 29, 2021 7:24 pm
Forum: Dialogue System for Unity
Topic: Trigger specific bark
Replies: 3
Views: 1253

Re: Trigger specific bark

This is a great idea.

However, it looks like from the documentation the

Code: Select all

DialogueManager.Bark() 
function will pick a random bark from the conversation list. Is there any way to ensure that the conditions are evaluated before a bark is picked?
by jsebastian
Sun Aug 29, 2021 5:06 pm
Forum: Dialogue System for Unity
Topic: Trigger specific bark
Replies: 3
Views: 1253

Trigger specific bark

I'm having difficulty figuring out how I can trigger a specific bark in a specific conversation. Here's what I'm attempting to do: Sorry if I'm going the wrong way about this but my NPC's all have some stock messages they'll say, just in somewhat different ways. These are things like "Shields l...
by jsebastian
Sat May 08, 2021 8:53 pm
Forum: Dialogue System for Unity
Topic: Grab varaibles outside of dialogue system
Replies: 3
Views: 230

Re: Grab varaibles outside of dialogue system

This is perfect, thank you.
by jsebastian
Sat May 08, 2021 12:16 pm
Forum: Dialogue System for Unity
Topic: Grab varaibles outside of dialogue system
Replies: 3
Views: 230

Grab varaibles outside of dialogue system

For several variables in my game, it makes more sense to store them in other objects than inside of the Dialogue system itself. However, I still want Dialogue system to be able to refer to them, and display them to the user. For example, when you return from combat I want the general to refer to how...
by jsebastian
Sun Apr 04, 2021 10:08 pm
Forum: Dialogue System for Unity
Topic: Save Cinemachine Priority
Replies: 1
Views: 64

Save Cinemachine Priority

I am currently using Sequences to change the priority of two Cinemachine cameras which when changed, will go back and forth between two characters during a conversation. E.g. When person A says a line, we set the priority of CamA using CIneamchinePrioirty(CamA) When person B says a line, we set the ...