Search found 15 matches
- 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: 116
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...
- 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: 116
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.
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.
- 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: 116
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...
- Thu Jun 13, 2024 2:47 am
- Forum: Dialogue System for Unity
- Topic: Reset Lua variable on Checkpoint/Scene load
- Replies: 5
- Views: 233
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.
- Wed Jun 12, 2024 12:16 pm
- Forum: Dialogue System for Unity
- Topic: Reset Lua variable on Checkpoint/Scene load
- Replies: 5
- Views: 233
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...
- Tue Jun 11, 2024 6:16 am
- Forum: Dialogue System for Unity
- Topic: Reset Lua variable on Checkpoint/Scene load
- Replies: 5
- Views: 233
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...
- Fri May 10, 2024 5:52 am
- Forum: Dialogue System for Unity
- Topic: Animations playable on paused Timeline
- Replies: 3
- Views: 154
Re: Animations playable on paused Timeline
Thanks for your clarification Tony. Luckily I asked pretty early, saved me many frustrating hours.
- Thu May 09, 2024 3:40 pm
- Forum: Dialogue System for Unity
- Topic: Animations playable on paused Timeline
- Replies: 3
- Views: 154
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...
- Fri Oct 13, 2023 10:24 am
- Forum: Dialogue System for Unity
- Topic: Trigger a method upon finishing entering a scene by Portal
- Replies: 5
- Views: 332
Re: Trigger a method upon finishing entering a scene by Portal
That's exactly what I needed. Thank you again Tony!
- Thu Oct 12, 2023 2:09 pm
- Forum: Dialogue System for Unity
- Topic: Trigger a method upon finishing entering a scene by Portal
- Replies: 5
- Views: 332
Re: Trigger a method upon finishing entering a scene by Portal
Thank you for your quick replies, this time around they didn't get eaten by the bad data void monster :D My problem came from certain objects that should survive scene transition didn't, and vice versa. Your hints helped me sort it out. I've tried the jump to position strategy based on a custom scri...