Search found 16 matches

by wedgiebee
Tue May 21, 2024 10:53 am
Forum: Dialogue System for Unity
Topic: How to change text displaying button names after it's already displayed?
Replies: 3
Views: 990

Re: How to change text displaying button names after it's already displayed?

Finally got around to implementing this, and it worked great! Thank you so much!
by wedgiebee
Tue May 21, 2024 10:51 am
Forum: Dialogue System for Unity
Topic: Have NPCs bark at each other
Replies: 5
Views: 516

Re: Have NPCs bark at each other

Thank you, this works great! For the NPC bark conversations, I've gone into their Conversation Properties and ticked Override Display Settings > Subtitle Settings so that I can set Continue Button to Never. But now all those conversation also use their own "Subtitle Chars Per Second" as sp...
by wedgiebee
Sun May 12, 2024 5:10 pm
Forum: Dialogue System for Unity
Topic: Have NPCs bark at each other
Replies: 5
Views: 516

Re: Have NPCs bark at each other

Got it, thanks for the link! Using a conversation makes sense, but I have some existing behavior that it conflicts with. 1) I have a component on my player character that listens to "DialogueManager.instance.conversationStarted" and "DialogueManager.instance.conversationEnded" to...
by wedgiebee
Tue May 07, 2024 5:16 pm
Forum: Dialogue System for Unity
Topic: Have NPCs bark at each other
Replies: 5
Views: 516

Have NPCs bark at each other

Hi there, I'm struggling to implement a setup where NPCs bark at each other. I know there are instructions in the documentation's FAQ for this very case, but sadly I am still struggling! I have NPC 1 and NPC 2 who are sitting at a bench. When the player walks within range, the NPCs should start a se...
by wedgiebee
Tue Feb 27, 2024 2:25 pm
Forum: Dialogue System for Unity
Topic: Using and resetting conversation fields to track "times visited"
Replies: 1
Views: 142

Using and resetting conversation fields to track "times visited"

Hello, I have a conversation where I want to track the number of times that particular conversation has been visited, and branch into different dialogue accordingly. I've added a field called "TimesVisited" to that conversation's fields. I'm using fields instead of a global variable becaus...
by wedgiebee
Sun Jan 28, 2024 11:53 am
Forum: Dialogue System for Unity
Topic: Cutscene questions: Getting objects by name, using empty nodes, changing portraits
Replies: 5
Views: 4953

Re: Cutscene questions: Getting objects by name, using empty nodes, changing portraits

Thanks! I realize my issue wasn't the closed subtitle panel getting opened - it was that I wanted the continue button to automatically deactivate (and not be waited for) during lines that contain a sequence but no text. Then, when this "purely cutscene" line is done and another text line s...
by wedgiebee
Sat Dec 02, 2023 6:36 pm
Forum: Dialogue System for Unity
Topic: Cutscene questions: Getting objects by name, using empty nodes, changing portraits
Replies: 5
Views: 4953

Re: Cutscene questions: Getting objects by name, using empty nodes, changing portraits

Thanks so much for the thorough info! Keywords and markup tags are a great tip, I wasn't using those. I think you might have already solved this on Discord, but yes - a node with empty text is fine. Use HidePanel() or SetDialoguePanel(false) if you need to hide other UIs. Ok good to know! I'm actual...
by wedgiebee
Fri Dec 01, 2023 11:56 pm
Forum: Dialogue System for Unity
Topic: Cutscene questions: Getting objects by name, using empty nodes, changing portraits
Replies: 5
Views: 4953

Cutscene questions: Getting objects by name, using empty nodes, changing portraits

Hi there! I'm getting around to setting up some cutscenes, and after setting up my first one I've got a few questions: 1) Strings in SequencerCommands Relying on object names in SequencerCommands wigs me out a little bit. I'm scared of changing object names later on and forgetting they're being used...
by wedgiebee
Wed May 31, 2023 2:51 pm
Forum: Dialogue System for Unity
Topic: How to change text displaying button names after it's already displayed?
Replies: 3
Views: 990

How to change text displaying button names after it's already displayed?

Hi, I'm starting to make some Tutorial/Controls instructions with Dialogue System and I've got a couple questions. 1) I want to have a dialogue that says either "Use WASD to run" or "Move the left stick to run" depending on if the player is on a controller or a keyboard. I detect...
by wedgiebee
Wed May 31, 2023 2:39 pm
Forum: Dialogue System for Unity
Topic: Best way to enable/disable object after specific conversation ends? (From scene, not from dialogue database)
Replies: 3
Views: 2840

Re: Best way to enable/disable object after specific conversation ends? (From scene, not from dialogue database)

Hi, thanks for the help! I ended up solving it differently. I didn't realize that that the DialogueSystemTrigger that starts the conversation will also receive OnConversationEnded if I add another DialogueSystemTrigger on that same object, so now I'm doing that! So I can real cleanly on one GameObje...