After carefully reviewing the example, I discovered that I had "Stop Evaluation At First Valid" checked, which was causing things to not work as expected.
Thank you very much for the help!
Search found 55 matches
- Fri Oct 25, 2024 11:42 am
- Forum: Dialogue System for Unity
- Topic: Link to a START entry with RandomizeNextEntry
- Replies: 5
- Views: 165
- Fri Oct 25, 2024 9:40 am
- Forum: Dialogue System for Unity
- Topic: Link to a START entry with RandomizeNextEntry
- Replies: 5
- Views: 165
Re: Link to a START entry with RandomizeNextEntry
Hi, I've tried placing RandomizeNextEntry() in the script section of the <START> node, but it’s not working—it still only displays the first dialogue entry. Additionally, could you explain a bit more about group nodes?
- Fri Oct 25, 2024 4:47 am
- Forum: Dialogue System for Unity
- Topic: Link to a START entry with RandomizeNextEntry
- Replies: 5
- Views: 165
Link to a START entry with RandomizeNextEntry
Hello, Tony! I’d like the NPC to say a random goodbye line at the end of a conversation. To achieve this, I created a conversation called "Goodbye," where the START dialogue entry connects to N different goodbye entries. I’ve used RandomizeNextEntry() in the Sequence of the START dialogue ...
- Sun Oct 20, 2024 5:24 am
- Forum: Dialogue System for Unity
- Topic: Disable a specific response button
- Replies: 9
- Views: 254
Re: Disable a specific response button
The overridden method ShowResponses works great! Just a small correction—the last line of the code should be written like this...
Thank you so much for the help!
Code: Select all
base.ShowResponses(subtitle, responses, target);
Thank you so much for the help!
- Fri Oct 18, 2024 11:34 pm
- Forum: Dialogue System for Unity
- Topic: Disable a specific response button
- Replies: 9
- Views: 254
Re: Disable a specific response button
Hi Tony, I've updated DS to version 2.2.48, but the same error still appears. Here are some screenshots from my dialogue settings. Please let me know if I need to provide any additional information to help you find the source of the problem. This is the parent dialogue entry that links to other entr...
- Fri Oct 18, 2024 6:27 am
- Forum: Dialogue System for Unity
- Topic: Disable a specific response button
- Replies: 9
- Views: 254
Re: Disable a specific response button
Hi, Set that dialogue entry's Conditions. For example: Menu Text : "Buy a laser pistol [50 credits]" Conditions : Variable["Credits"] >= 50 Then tick the Dialogue Manager GameObject's Display Settings > Input Settings > Include Invalid Entries. This will tell the Dialogue System...
- Tue Jun 18, 2024 11:27 pm
- Forum: Love/Hate
- Topic: Report with selected witnesses
- Replies: 1
- Views: 1134
Report with selected witnesses
Hi there, Currently, I have a global faction manager in my game, but due to a requirement change, I want only the person involved in an event to experience an affinity change. I was wondering if I could make deeds judged only by the person affected or by selected witnesses. For instance, if the play...
- Mon Mar 25, 2024 4:36 pm
- Forum: Dialogue System for Unity
- Topic: List all letters/characters
- Replies: 3
- Views: 415
Re: List all letters/characters
Thank you very much!
- Sun Mar 24, 2024 10:18 am
- Forum: Dialogue System for Unity
- Topic: List all letters/characters
- Replies: 3
- Views: 415
List all letters/characters
Hello, So, I've got this translation thing going on for my game, and it's got Chinese and Japanese in it. I'm using Text Mesh Pro, and now I need to list out all the letters/characters that pop up. I vaguely remember there was a feature in the Unity Dialogue System that could do this, but for the li...
- Wed Jan 24, 2024 10:11 am
- Forum: Dialogue System for Unity
- Topic: Multiple usables in range
- Replies: 3
- Views: 652
Re: Multiple usables in range
My bad... I might have made a mistake in my code while overriding the method...things went back to normal again when I commented out my code. The code from version 2.2.42 works fine.
Thanks for the quick reply!
Thanks for the quick reply!