Search found 41 matches
- 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 ...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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 ...
- 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!
- 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.
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.
- 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.