Search found 9 matches

by Aelcyx
Wed Oct 18, 2023 1:01 am
Forum: Dialogue System for Unity
Topic: Previous DialogueZone's OnConversationEnd TriggerEvents are activating after subsequent DialogueZone finishes
Replies: 8
Views: 712

Re: Previous DialogueZone's OnConversationEnd TriggerEvents are activating after subsequent DialogueZone finishes

Ah, thank you for sharing that. The trigger is childed to the conversant. I have the Conversant set and have this issue. However, the Actor is not set since the actor is spawned in. Should I write a script to manually set the actor? Or should I unset the Conversant? Thanks.
by Aelcyx
Tue Oct 17, 2023 1:39 am
Forum: Dialogue System for Unity
Topic: Previous DialogueZone's OnConversationEnd TriggerEvents are activating after subsequent DialogueZone finishes
Replies: 8
Views: 712

Re: Previous DialogueZone's OnConversationEnd TriggerEvents are activating after subsequent DialogueZone finishes

Sorry for the delay. Here's a screenshot. While I inherit from the DialogueSystemTrigger, I don't touch the actions.
by Aelcyx
Sun Oct 15, 2023 4:14 pm
Forum: Dialogue System for Unity
Topic: Previous DialogueZone's OnConversationEnd TriggerEvents are activating after subsequent DialogueZone finishes
Replies: 8
Views: 712

Previous DialogueZone's OnConversationEnd TriggerEvents are activating after subsequent DialogueZone finishes

Hi! I think I encountered a bug. Hopefully there's an easy fix or I did something dumb! I have several dialogue zones in a scene that are triggered by various events. After one triggers, it does a few things, like activating UI and adding a quest. Then there is a pause where the user does an action....
by Aelcyx
Sun Oct 02, 2022 3:16 pm
Forum: Dialogue System for Unity
Topic: Changing dialogue tree depending on number of activations
Replies: 3
Views: 208

Re: Changing dialogue tree depending on number of activations

Thank you for the quick reply! I will try this.
by Aelcyx
Sun Oct 02, 2022 1:14 pm
Forum: Dialogue System for Unity
Topic: Changing dialogue tree depending on number of activations
Replies: 3
Views: 208

Changing dialogue tree depending on number of activations

Apologies if this is easy, but I just can't find the solution. I'd like to change the dialogue tree depending on the number of activations that have occurred. If there's more than 3 activations, the speaker seems annoyed and just says, "...". That's all. I'm hoping there's a conditional va...
by Aelcyx
Thu Jan 20, 2022 12:47 am
Forum: Dialogue System for Unity
Topic: Accessing different script
Replies: 10
Views: 2830

Re: Accessing different script

Thanks! That made a lot of sense and worked! I found that I had to change the actor name to match the game object name. Is there a way within Lua, perhaps with a Variable["varname"] command? I used Variable["Actor"] and made sure it matched the game object. If I can do it without...
by Aelcyx
Wed Jan 19, 2022 1:55 am
Forum: Dialogue System for Unity
Topic: Accessing different script
Replies: 10
Views: 2830

Re: Accessing different script

I have a similar issue in this vein, but can't seem to get these solutions to work. I have multiple instances of a prefab in my scene. They each have a C# script on them that takes in different parameters. How would I go about accessing Lua functions based on these parameters? That is, can I registe...