Search found 41 matches

by Rocco
Fri May 22, 2015 4:17 am
Forum: Dialogue System for Unity
Topic: Player Sequencor After Alert
Replies: 29
Views: 5169

Player Sequencor After Alert

Awesome! That worked! Although I am bit confused about how this works. So you said the {{end}} keyword runs at the end of the wait period. In this scenario, is the end of the wait period when the player clicks continue to continue/end the conversation? Also the required makes it run presumably even ...
by Rocco
Fri May 22, 2015 3:45 am
Forum: Dialogue System for Unity
Topic: Player Sequencor After Alert
Replies: 29
Views: 5169

Player Sequencor After Alert

Tony, Awesome! So previously I asked if it's possible to play a AC Cutscene Sequencor after the alert. Is it possible to have the sequencor play after the line of dialogue ends? Would that be the same principle as what you showed me before but instead the logic handled in the HideSubtitle override f...
by Rocco
Thu May 21, 2015 8:02 am
Forum: Dialogue System for Unity
Topic: Player Sequencor After Alert
Replies: 29
Views: 5169

Player Sequencor After Alert

So I dug around a bit and I came across the source access to the Quest Log class. I simply commented out the line that sorts the array. I'm not sure if that functionality is there for a specific reason, but I suppose I'll find out when I test the quests. Additionally if it is not there for any speci...
by Rocco
Thu May 21, 2015 7:39 am
Forum: Dialogue System for Unity
Topic: Player Sequencor After Alert
Replies: 29
Views: 5169

Player Sequencor After Alert

Tony, So I used QuestLog.GetAllQuests(QuestState.Unassigned); And it returns an array of all my quests, which is great! However they are a sorted list! I was really hoping to get them in order of what they were in the database (by ID perhaps). Is there another way I can grab all the quests in the or...
by Rocco
Thu May 21, 2015 4:38 am
Forum: Dialogue System for Unity
Topic: Multiple People Working on Quests
Replies: 1
Views: 836

Multiple People Working on Quests

Does anyone know if there is a way that multiple people can be working on implementing quests into a game? We are currently using Git with Bitbucket for source control in Unity. Here is what we noticed. If two people try adding a new conversation or a new quest and they both commit, there will be a ...
by Rocco
Wed May 20, 2015 10:40 am
Forum: Dialogue System for Unity
Topic: Player Sequencor After Alert
Replies: 29
Views: 5169

Player Sequencor After Alert

Looks great Tony. I will definitely give that a try tomorrow. Additionally, is it possible to somehow access the Quest database variables through code? I'm currently testing my game with over 20 quests and I would like to just create a custom AC Action that runs on start that allows my to skip to Qu...
by Rocco
Wed May 20, 2015 6:26 am
Forum: Dialogue System for Unity
Topic: Player Sequencor After Alert
Replies: 29
Views: 5169

Player Sequencor After Alert

So I have some dialogue set up where the last node prompts an alert and also plays an Adventure Creator cutscene through the sequence command AC(MyCutscene); Is there any way to have that cutscene player AFTER an alert has either been dismissed or goes away on it's own? Currently I have the code in ...
by Rocco
Tue May 12, 2015 4:50 am
Forum: Dialogue System for Unity
Topic: Prompting Alerts
Replies: 9
Views: 1771

Prompting Alerts

Thank you very much Tony!
by Rocco
Mon May 11, 2015 7:44 am
Forum: Dialogue System for Unity
Topic: Prompting Alerts
Replies: 9
Views: 1771

Prompting Alerts

Tony,



Sounds good. In the mean time I have found another way around this. I am just going to make a empty dialogue node with a sequencer command to hit Continue for me.
by Rocco
Mon May 11, 2015 7:29 am
Forum: Dialogue System for Unity
Topic: Prompting Alerts
Replies: 9
Views: 1771

Prompting Alerts

The name of my AC Variable is Q1B Trigger. It's type is Popup.