Everything should be up to date - Unity 2020.3.15f2 LTS, AC v1.73.8 and DS 2.2.18.
The "Use Dialogue State" dropdown is currently set to "If player involved".
Search found 13 matches
- Thu Aug 12, 2021 10:00 am
- Forum: Dialogue System for Unity
- Topic: Database reference removed from AC action list + dialogue skip bug?
- Replies: 5
- Views: 483
- Thu Aug 12, 2021 9:34 am
- Forum: Dialogue System for Unity
- Topic: Database reference removed from AC action list + dialogue skip bug?
- Replies: 5
- Views: 483
Re: Database reference removed from AC action list + dialogue skip bug?
Hi Tony! The action doesn't save the assigned reference database since it isn't needed at runtime. I see! We recently started using subscenes so the dialogue manager prefab got moved from individual subscenes, so it caused some confusion :') Thanks for clarifying. Temporarily add a ShowGameState com...
- Thu Aug 12, 2021 5:09 am
- Forum: Dialogue System for Unity
- Topic: Database reference removed from AC action list + dialogue skip bug?
- Replies: 5
- Views: 483
Database reference removed from AC action list + dialogue skip bug?
Hello! I am using DS in combination with Adventure creator. Lately, I have noticed that for some reason, a referenced database gets removed from an action list upon simply saving, closing and then reopening the scene. Instead, the database reference is replaced by a conversation title. We are curren...
- Tue Apr 27, 2021 3:46 pm
- Forum: Dialogue System for Unity
- Topic: Ways to display new unlocked dialogue lines + ending bark on dialogue start
- Replies: 15
- Views: 1800
Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
Ha, that seems like exactly what I've been looking for! I tried it with approach that you've suggested earlier + this lua script that checks the SimStatus and then sets the variable: if Dialog[1].SimStatus =="WasOffered" then Variable["WalterHasUnread"] = true end; and it seems l...
- Tue Apr 27, 2021 1:30 pm
- Forum: Dialogue System for Unity
- Topic: Ways to display new unlocked dialogue lines + ending bark on dialogue start
- Replies: 15
- Views: 1800
Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
I see, thank you Tony! I wonder, this runs into problems when using response menus, doesn't it? Anytime the dialogue branches, it probably won't help to have this unread variable, as if there are two outcomes of the dialogue, depending on the branch, there needs to be a way to recognize if the playe...
- Mon Apr 26, 2021 2:41 am
- Forum: Dialogue System for Unity
- Topic: Ways to display new unlocked dialogue lines + ending bark on dialogue start
- Replies: 15
- Views: 1800
Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
Wonderful, thank you for looking into it! It works fine for me now as well. I see - for prototyping purposes, the SimStatus works just fine! I've tested the custom variable approach as well - however even with individual variables, the indicator is still displayed even for locked nodes. For example,...
- Sun Apr 25, 2021 3:46 pm
- Forum: Dialogue System for Unity
- Topic: Ways to display new unlocked dialogue lines + ending bark on dialogue start
- Replies: 15
- Views: 1800
Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
Making a custom variable and use it in the scripts field was my initial thought, but it seemed like there would be more automated way to go about this :) Plus I wasn't sure how to check the variables without having to create variables for every simple dialogue path, so I got a bit lost. Hence I thou...
- Sun Apr 25, 2021 2:21 pm
- Forum: Dialogue System for Unity
- Topic: Ways to display new unlocked dialogue lines + ending bark on dialogue start
- Replies: 15
- Views: 1800
Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
Sorry, I figured that I would have to read more documentation in the future, to understand the problem properly :) Well, I am not entirely sure what to do with variables. I assumed that I will create a variable that will be checked by the script, assign it in the inspector, and then somehow use it i...
- Sun Apr 25, 2021 12:33 pm
- Forum: Dialogue System for Unity
- Topic: Ways to display new unlocked dialogue lines + ending bark on dialogue start
- Replies: 15
- Views: 1800
Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
A-ha, I see! Yes, that works, thank you! I've tried playing around with it and it seems quite close to what I wanted to achieve, but I think it's still above my capabilities. Seems like I won't be able to dodge learning how to script either way :D But thanks Tony! The other issues (bark and highligh...
- Sun Apr 25, 2021 8:51 am
- Forum: Dialogue System for Unity
- Topic: Ways to display new unlocked dialogue lines + ending bark on dialogue start
- Replies: 15
- Views: 1800
Re: Ways to display new unlocked dialogue lines + ending bark on dialogue start
Thanks Tony! You'll almost certainly want to use a script for this. I've tried to attach the script you've mentioned, but I am getting this error and I'm not sure where to go from here. Apologies if it's a noobie question, I'm mostly doing things by trial and error when it comes to scripting :? So t...