Search found 10 matches
- Fri Jan 03, 2025 8:39 pm
- Forum: Dialogue System for Unity
- Topic: Pausing Sequences when using @seconds
- Replies: 5
- Views: 1200
Re: Pausing Sequences when using @seconds
Works like a charm, thanks a bunch! Using a simple sequencer command, I was even able to handle it like this, so you can pause and unpause from within the sequence. CinemachinePriority(Battle Camera); AnimatorPlay(1H@CombatIdle01); MoveTo(Battle Position 1)@1; LookAt(listener)@1; AnimatorPlayWait(Ca...
- Thu Jan 02, 2025 12:17 pm
- Forum: Dialogue System for Unity
- Topic: Pausing Sequences when using @seconds
- Replies: 5
- Views: 1200
Re: Pausing Sequences when using @seconds
Thanks a lot for the fast response! That is indeed what I was looking for. However, while it works, I fear it might get very unwieldy for longer sequences, especially when there is more than one wait, since I cannot use the @seconds syntax anymore after the first delay. I do not really see a way to ...
- Wed Jan 01, 2025 7:47 am
- Forum: Dialogue System for Unity
- Topic: Pausing Sequences when using @seconds
- Replies: 5
- Views: 1200
Pausing Sequences when using @seconds
Hi and a happy new year! I am using "Sequences" to implement short battle sequences, like in an RPG battle, using the Dialogue System. This works rather well, but now I am in a situation where the sequence should pause halfway through, wait for player input, and only then it should continu...
- Sun Jul 23, 2023 8:45 pm
- Forum: Dialogue System for Unity
- Topic: Enable modding capabilities on database
- Replies: 14
- Views: 1176
Re: Enable modding capabilities on database
Appreciate the help! But hmm, I must either be misunderstanding or something's not working the way it's supposed to. Merging the two nodes in Twine is somehow not working. I've got the setup on the left which is imported as shown on the righthand side. Got any idea what is going wrong there? From my...
- Wed Jul 19, 2023 5:37 pm
- Forum: Dialogue System for Unity
- Topic: Enable modding capabilities on database
- Replies: 14
- Views: 1176
Re: Enable modding capabilities on database
I only got around to try it, but using Continue() works, thanks! However, that made me realize this rabbit hole keeps going deeper and deeper. Though it must be nearing its end, I hope! With the current setup, I now need to check a condition before traversing a link. Putting it under Conditions: on ...
- Sat Jul 15, 2023 6:04 am
- Forum: Dialogue System for Unity
- Topic: Enable modding capabilities on database
- Replies: 14
- Views: 1176
Re: Enable modding capabilities on database
Ah, putting just "Player:" on the final node indeed solves the issue of the conversation ending "too late", thank you! However, at the beginning of the conversation, it is still an issue if I want the player to have the first line. Essentially, I would like a start node branching...
- Wed Jul 12, 2023 6:48 pm
- Forum: Dialogue System for Unity
- Topic: Enable modding capabilities on database
- Replies: 14
- Views: 1176
Re: Enable modding capabilities on database
Actually, one more thing did come up. When working with Twine, I do not exactly have the option to start or end the conversation with a choice, since Twine only allows for a single connection from the start node, and requires text on its end node. A solution would be simply ignoring empty nodes from...
- Sun Jul 09, 2023 5:48 pm
- Forum: Dialogue System for Unity
- Topic: Enable modding capabilities on database
- Replies: 14
- Views: 1176
Re: Enable modding capabilities on database
It took me some time, but I got it to work eventually. With quests even. Thank you!
- Mon Jul 03, 2023 12:28 pm
- Forum: Dialogue System for Unity
- Topic: Enable modding capabilities on database
- Replies: 14
- Views: 1176
Re: Enable modding capabilities on database
That sounds like an excellent approach, thank you! I went with the option of using Twine and got most of it to work, but ran into an issue. When importing the Twine file at runtime, for some reason it cuts off the options that branch to the right, i.e. always the first option is picked and it is int...
- Sat Jul 01, 2023 5:14 pm
- Forum: Dialogue System for Unity
- Topic: Enable modding capabilities on database
- Replies: 14
- Views: 1176
Enable modding capabilities on database
Hi all! I am currently developing a game that puts heavy emphasis on being moddable, i.e. featuring user generated content. I would like to use the Dialogue System For Unity with it, but am still looking for ideas how to make this work. The players who wish to mod the game should be able to add new ...