Search found 17 matches

by phoot
Sun Dec 15, 2024 3:55 pm
Forum: Dialogue System for Unity
Topic: Bug using Dialogue System Events component
Replies: 4
Views: 467

Re: Bug using Dialogue System Events component

We were using Unity 2022.3.41f1 and following your advice updated to the latest available Unity 2022.3.54f1. Unfortunately the buggy behaviour persisted. As you suggested we then tried using a DS trigger component instead, which seems to work fine for our use case. Still, it'd be a shame not being a...
by phoot
Fri Dec 13, 2024 12:04 pm
Forum: Dialogue System for Unity
Topic: Bug using Dialogue System Events component
Replies: 4
Views: 467

Bug using Dialogue System Events component

Hello, I'm encountering a very weird bug concerning the Dialogue System Events component. I've set it up to react to dialgue state between the player and a boss enemy. When setting up the events in the inspector all references to different methods are properly set up on the OnConversationEnd event. ...
by phoot
Thu Sep 26, 2024 4:55 am
Forum: Dialogue System for Unity
Topic: Combining timeline and conversation at a timescale of 0
Replies: 5
Views: 361

Re: Combining timeline and conversation at a timescale of 0

Hello, I tried this but I didn't get the desired result. Behaviour remained the same. I'm now trying another approach by not using the trigger component. Instead I directly call StartConversation() by script after hooking into the playabledirector.stopped event. I think I'll get it to behave the way...
by phoot
Tue Sep 24, 2024 4:45 pm
Forum: Dialogue System for Unity
Topic: Combining timeline and conversation at a timescale of 0
Replies: 5
Views: 361

Re: Combining timeline and conversation at a timescale of 0

Hello Tony,

here the screenshot:
https://ibb.co/3MCjBtP

I arranged the components in order for the director and the signal receiver to be visible too, so you can hopefully see what I'm aiming for.
by phoot
Mon Sep 23, 2024 5:15 pm
Forum: Dialogue System for Unity
Topic: Combining timeline and conversation at a timescale of 0
Replies: 5
Views: 361

Combining timeline and conversation at a timescale of 0

Hello, I'm trying to have a specific behaviour. I want the following behaviour: A power-up game object with a timeline cutscene attached to it. Upon entering the power-up's trigger2d the timescale is set to 0 and the acquire power-up cutscene is started. At the end of the timeline a signal enables a...
by phoot
Thu Jun 13, 2024 2:47 am
Forum: Dialogue System for Unity
Topic: Reset Lua variable on Checkpoint/Scene load
Replies: 5
Views: 423

Re: Reset Lua variable on Checkpoint/Scene load

Alright, I think I can work with the hints you gave me. Thank you again for your time.
by phoot
Wed Jun 12, 2024 12:16 pm
Forum: Dialogue System for Unity
Topic: Reset Lua variable on Checkpoint/Scene load
Replies: 5
Views: 423

Re: Reset Lua variable on Checkpoint/Scene load

Hello Tony, thank you for your quick reply. 2. Or keep two saved game data records. It's actually what I built. I use that approach to be able to have two data sets on record and being able to load either one according to given situations. Yes. You can hook into the SaveSystem.saveDataApplied C# eve...
by phoot
Tue Jun 11, 2024 6:16 am
Forum: Dialogue System for Unity
Topic: Reset Lua variable on Checkpoint/Scene load
Replies: 5
Views: 423

Reset Lua variable on Checkpoint/Scene load

Hi, I'm using the DS Standard Scene Transition Manager together with the DS save and inbuilt quest system. I have also my own custom autosave/load on scene Transition and checkpoint save/load within scenes. Now I started trying to author a simple kill x mobs quest. The scene holds enemy game objects...
by phoot
Fri May 10, 2024 5:52 am
Forum: Dialogue System for Unity
Topic: Animations playable on paused Timeline
Replies: 3
Views: 268

Re: Animations playable on paused Timeline

Thanks for your clarification Tony. Luckily I asked pretty early, saved me many frustrating hours.
by phoot
Thu May 09, 2024 3:40 pm
Forum: Dialogue System for Unity
Topic: Animations playable on paused Timeline
Replies: 3
Views: 268

Animations playable on paused Timeline

Hello, so I've been doing some cutscene work with Timeline and the sequencer commands for a dialogue with some small branching. I would like to be able to play animations (think shaking one's head, sighing, waving hand etc.) on specific dialogue entries while I've set the timeline to speed = 0. I ne...