Search found 96 matches
- Sat Mar 16, 2024 5:58 am
- Forum: Dialogue System for Unity
- Topic: Smooth transition from camera sequence in dialog
- Replies: 3
- Views: 310
Re: Smooth transition from camera sequence in dialog
Of course, amazing! Thank you again Tony!
- Fri Mar 15, 2024 2:43 pm
- Forum: Dialogue System for Unity
- Topic: Smooth transition from camera sequence in dialog
- Replies: 3
- Views: 310
Smooth transition from camera sequence in dialog
Hi Tony! I've loving the Sequencer in Dialogue System - I didn't even realise it was a thing, but it adds so much to the conversations. I have a really nice, smooth transition to a camera angle on my participants using a sequence: LookAt(listener); Camera(Medium Left,speaker,1); This works really we...
- Thu Mar 14, 2024 12:41 pm
- Forum: Dialogue System for Unity
- Topic: Where to enter Dialogue Smith API key in Dialogue System Addon for OpenAI
- Replies: 2
- Views: 358
Re: Where to enter Dialogue Smith API key in Dialogue System Addon for OpenAI
That's great, thanks for letting me know Tony!
- Thu Mar 14, 2024 8:41 am
- Forum: Dialogue System for Unity
- Topic: Where to enter Dialogue Smith API key in Dialogue System Addon for OpenAI
- Replies: 2
- Views: 358
Where to enter Dialogue Smith API key in Dialogue System Addon for OpenAI
Hello! I've just bought your marvellous looking "Dialogue System Addon for OpenAI" asset. I'm following the tutorials, and looking to set up the "Dialogue Smith" integration. The tutorial says to enter the Dialogue Smith API key in the plugin "Welcome" dialogue, but I o...
- Thu Mar 07, 2024 5:47 pm
- Forum: Dialogue System for Unity
- Topic: Resume NavMeshAgent on ending conversation
- Replies: 3
- Views: 426
Re: Resume NavMeshAgent on ending conversation
For anyone interested, I solved this by simply setting MAnimal.LockMovement to true and false in the OnConversationStart and OnConversationEnd events respectively.
- Thu Mar 07, 2024 4:37 pm
- Forum: Dialogue System for Unity
- Topic: Resume NavMeshAgent on ending conversation
- Replies: 3
- Views: 426
Re: Resume NavMeshAgent on ending conversation
Yeah, totally my fault! It would appear that Malbers AI is overriding my changes to the NavMeshAgent and forcing it to resume while I'm in conversation.
I'll be able to work around that, so I'll use the DialogSystemEvents component, rather than mess around with Sequences for this.
I'll be able to work around that, so I'll use the DialogSystemEvents component, rather than mess around with Sequences for this.
- Thu Mar 07, 2024 4:07 pm
- Forum: Quest Machine
- Topic: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
- Replies: 8
- Views: 1044
Re: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
That's amazing, thank you!!!
- Thu Mar 07, 2024 3:51 pm
- Forum: Dialogue System for Unity
- Topic: Resume NavMeshAgent on ending conversation
- Replies: 3
- Views: 426
Resume NavMeshAgent on ending conversation
Hello again! I'm using this Sequencer string to "pause" my Malbers AI NPC, when I kick off a conversation with them: NavMeshAgent(stop,speaker);LookAt(listener); Camera(Medium Left,speaker,1); This works a treat, however I'd like the NPC to resume their navigation once the conversation end...
- Thu Mar 07, 2024 12:40 pm
- Forum: Quest Machine
- Topic: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
- Replies: 8
- Views: 1044
Re: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
Can I be really cheeky and ask one more question, Tony? Is there a way I can use QuestStateChangedMessage to detect a "quest has been updated" kind of event? I'm thinking: "You have a new quest!" - when Quest state goes to Active. "Quest completed!" - when Quest state g...
- Thu Mar 07, 2024 11:42 am
- Forum: Quest Machine
- Topic: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
- Replies: 8
- Views: 1044
Re: Problems using "Messages" to notify player of "New Quest" and "Completed Quest"
Hi Tony!
I've looked at your first suggestion, using QuestStateChangedMessage, and it is a far superior solution! So I've scrapped all my rubbish code, and implemented your recommendation. Much better, and much more flexible!
Thanks again!!
I've looked at your first suggestion, using QuestStateChangedMessage, and it is a far superior solution! So I've scrapped all my rubbish code, and implemented your recommendation. Much better, and much more flexible!
Thanks again!!