Search found 96 matches

by mroshaw
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!
by mroshaw
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...
by mroshaw
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...
by mroshaw
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.
by mroshaw
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.
by mroshaw
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...
by mroshaw
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...
by mroshaw
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!!