Search found 16 matches
- 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: 1026
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!
- Tue May 21, 2024 10:51 am
- Forum: Dialogue System for Unity
- Topic: Have NPCs bark at each other
- Replies: 5
- Views: 581
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...
- Sun May 12, 2024 5:10 pm
- Forum: Dialogue System for Unity
- Topic: Have NPCs bark at each other
- Replies: 5
- Views: 581
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...
- Tue May 07, 2024 5:16 pm
- Forum: Dialogue System for Unity
- Topic: Have NPCs bark at each other
- Replies: 5
- Views: 581
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...
- 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: 171
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...
- 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: 5048
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...
- 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: 5048
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...
- 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: 5048
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...
- 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: 1026
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...
- 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: 2867
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...