Search found 25 matches
- Mon Nov 04, 2024 12:56 am
- Forum: Dialogue System for Unity
- Topic: Cancel and Randomize barks via script
- Replies: 5
- Views: 154
Re: Cancel and Randomize barks via script
Thanks it worked!
- Sat Nov 02, 2024 8:17 pm
- Forum: Dialogue System for Unity
- Topic: Cancel and Randomize barks via script
- Replies: 5
- Views: 154
Re: Cancel and Randomize barks via script
Thanks for the help Tony. Would there also be a way to sequentially trigger barks as well? Or i just need to ensure the previous bark doesn't repeat itself again.
- Sat Nov 02, 2024 11:49 am
- Forum: Dialogue System for Unity
- Topic: Cancel and Randomize barks via script
- Replies: 5
- Views: 154
Cancel and Randomize barks via script
Hey Tony,
Is there a script method to cancel all active barks? I tried using BarkGroupManager.instance.CancelAllBarks() but doesn't seem to work.
Also was wondering if there's a way to trigger and randomize barks via script as well?
Thank you!
Is there a script method to cancel all active barks? I tried using BarkGroupManager.instance.CancelAllBarks() but doesn't seem to work.
Also was wondering if there's a way to trigger and randomize barks via script as well?
Thank you!
- Wed Sep 18, 2024 11:17 am
- Forum: Dialogue System for Unity
- Topic: Custom Sequencer Wait Message
- Replies: 3
- Views: 73
Re: Custom Sequencer Wait Message
Ah I see. Thank you for your help!
- Wed Sep 18, 2024 2:22 am
- Forum: Dialogue System for Unity
- Topic: Custom Sequencer Wait Message
- Replies: 3
- Views: 73
Custom Sequencer Wait Message
Hey Tony,
I wish to build a custom distance-based wait method for the sequencer.
Something like etc. SetActive(obj, true)->WaitInRange(player, distance).
How would I achieve something like this?
I wish to build a custom distance-based wait method for the sequencer.
Something like etc. SetActive(obj, true)->WaitInRange(player, distance).
How would I achieve something like this?
- Wed Aug 14, 2024 2:05 am
- Forum: Dialogue System for Unity
- Topic: How to set continue mode via script?
- Replies: 2
- Views: 495
Re: How to set continue mode via script?
Ah okay managed to do some digging in the forums and found the answer. Thanks!
Code: Select all
DialogueManager.displaySettings.subtitleSettings.continueButton = DisplaySettings.SubtitleSettings.ContinueButtonMode.Never;
- Wed Aug 14, 2024 1:44 am
- Forum: Dialogue System for Unity
- Topic: How to set continue mode via script?
- Replies: 2
- Views: 495
How to set continue mode via script?
Hey Tony!
Was wondering if there's a way to set continue mode via script?
Thanks!
Was wondering if there's a way to set continue mode via script?
Thanks!
- Sun Jan 01, 2023 1:55 am
- Forum: Dialogue System for Unity
- Topic: Possible to set a numeric variable in a text variable?
- Replies: 3
- Views: 276
Re: Possible to set a numeric variable in a text variable?
Thanks for this. It worked!
- Fri Dec 30, 2022 8:55 pm
- Forum: Dialogue System for Unity
- Topic: Possible to set a numeric variable in a text variable?
- Replies: 3
- Views: 276
Possible to set a numeric variable in a text variable?
Hi Tony, I have a question. I am trying to set a numeric variable "Generators.GeneratorsActivated" in a text variable "Player.HelperText" in the sequencer. This is my current syntax: SetVariable(Player.HelperText, Variable["Generators.GeneratorsActivated"]/5 generators ...
- Sun Dec 11, 2022 5:12 am
- Forum: Dialogue System for Unity
- Topic: TextInput field doesn't appear after the first call
- Replies: 1
- Views: 215
Re: TextInput field doesn't appear after the first call
Ah what a stupid me.
There was another gameobject with the same name as the textinput field in the scene. That's why it didn't work.
All good now. Thank you!
There was another gameobject with the same name as the textinput field in the scene. That's why it didn't work.
All good now. Thank you!