Search found 7 matches
- Thu Jul 14, 2022 4:29 pm
- Forum: Dialogue System for Unity
- Topic: Get Dialogue Entry Field for Response
- Replies: 3
- Views: 211
Re: Get Dialogue Entry Field for Response
Thanks Tony. It ended up working by using: Field.LookupBool(responses[i].destinationEntry.fields, "HideUnavailable") as each player choice has its own node (with the custom field I want to check). i think I just got confused because I thought the responses themselves are the player choice ...
- Thu Jul 14, 2022 3:48 pm
- Forum: Dialogue System for Unity
- Topic: Get Dialogue Entry Field for Response
- Replies: 3
- Views: 211
Get Dialogue Entry Field for Response
Hi Tony, sorry for one question after another. I have a custom bool field for my dialogue entries called "HideWhenUnavailable". I'm trying to see if a response has this field set to True. However I'm only able to access the dialogue node the response appears in (the subtitle) or the dialog...
- Thu Jul 14, 2022 10:23 am
- Forum: Dialogue System for Unity
- Topic: Custom Lua Functions not showing
- Replies: 3
- Views: 222
Re: Custom Lua Functions not showing
Aaaah, silly me. That's the problem. I didn't update them there Sorry for that! It's all good now.
- Thu Jul 14, 2022 10:21 am
- Forum: Dialogue System for Unity
- Topic: Saving Custom Conversation Field
- Replies: 5
- Views: 334
Re: Saving Custom Conversation Field
Got it, thanks a lot for bearing with me and explaining
- Thu Jul 14, 2022 9:25 am
- Forum: Dialogue System for Unity
- Topic: Custom Lua Functions not showing
- Replies: 3
- Views: 222
Custom Lua Functions not showing
I found this thread which talks about a similar issue. I have custom lua functions that work (if I add them in the script section manually), but don't show up in the custom script dropdown menu. For some reason, older custom functions do show up. I'm currently using Unity 2020.3.36f1 and there are n...
- Thu Jul 14, 2022 8:57 am
- Forum: Dialogue System for Unity
- Topic: Saving Custom Conversation Field
- Replies: 5
- Views: 334
Re: Saving Custom Conversation Field
Hi Tony, thanks a lot for the fast follow-up! I was checking the value with this: // checking value if (selectedConversation.LookupInt("DisplayCount") > 0); // setting value int newDisplayCount = selectedConversation.LookupInt("DisplayCount") + 1; PixelCrushers.DialogueSystem.Fie...
- Wed Jul 13, 2022 6:59 pm
- Forum: Dialogue System for Unity
- Topic: Saving Custom Conversation Field
- Replies: 5
- Views: 334
Saving Custom Conversation Field
Hi there, I'm currently working on implementing the DialogueSystem in my game. I've bumped into an issue with saving a custom field for my conversation settings. To save anything dialogue related I use this in my custom save script dialogueSaveData = PixelCrushers.DialogueSystem.PersistentDataManage...