Search found 12 matches
- Sun Apr 14, 2024 4:11 pm
- Forum: Dialogue System for Unity
- Topic: Check if dialogue Line has been said?
- Replies: 3
- Views: 238
Re: Check if dialogue Line has been said?
I see the reference only mention SimStatus for LUA, there is any way i can check that from code?
- Sat Apr 13, 2024 2:51 pm
- Forum: Dialogue System for Unity
- Topic: Check if dialogue Line has been said?
- Replies: 3
- Views: 238
Check if dialogue Line has been said?
Im working on procedurally generating things in my game and i would like to know if a specific dialogue line from a specific conversation has been said already at least once. I understand i could be adding a SendMessage on that node and then listen for the message, or setting a variable there, but t...
- Thu Mar 28, 2024 6:45 pm
- Forum: Quest Machine
- Topic: multiple Noode parents from Code
- Replies: 9
- Views: 1512
Re: multiple Noode parents from Code
Yes, i opted to do a Requirements node before the child node, not the cleanest solution to see but it does the trick. I understand the listening issue there. thanks for the help
- Thu Mar 28, 2024 1:32 pm
- Forum: Quest Machine
- Topic: multiple Noode parents from Code
- Replies: 9
- Views: 1512
Re: multiple Noode parents from Code
Perfect, i make it work with this code, thanks! Although im having a problem for my particular case. I want the nodes to become active only if the conditions are met, in this case, both parents should be in true state before making the parent condition node active, but with this code when one of the...
- Thu Mar 28, 2024 11:29 am
- Forum: Quest Machine
- Topic: multiple Noode parents from Code
- Replies: 9
- Views: 1512
Re: multiple Noode parents from Code
Hi Tony, today i tried this patch and im a bit lost on how to implement it. Following the example image you posted. 1) Both True Node has Alchemy node as parent 2) Throne Node and Alchemy has Start as parent 3) i add a Parent Condition to Both True node var parentCondition = questBuilder.AddParentCo...
- Mon Mar 25, 2024 10:14 pm
- Forum: Quest Machine
- Topic: multiple Noode parents from Code
- Replies: 9
- Views: 1512
Re: multiple Noode parents from Code
Hi, thanks for answering, im using the QuestBuilder from code. Can you give me one example of hoow to make that Condition? so far i just use messageCondition but i don't see any parent condition or similar, how should i build it?
- Mon Mar 25, 2024 5:28 pm
- Forum: Quest Machine
- Topic: multiple Noode parents from Code
- Replies: 9
- Views: 1512
multiple Noode parents from Code
Im making a procedural quest, but i don't find a way to build a node with more than 1 parent, is there a way to do that from code?
Here Alchemy Node should be a requirement for success node for example
Here Alchemy Node should be a requirement for success node for example
- Mon Mar 18, 2024 6:09 pm
- Forum: Quest Machine
- Topic: Send Message use
- Replies: 1
- Views: 606
Send Message use
Hi, sorry about this noob question but im not familiar with the message system. I have a Quest where all nodes are conditions waiting for a specific message to complete. Im calling the standard SendMessage from any GameObject because i don't care origin or destination for this test, but im getting t...
- Wed Mar 13, 2024 11:28 pm
- Forum: Dialogue System for Unity
- Topic: On Conversation Line by Actor
- Replies: 3
- Views: 244
Re: On Conversation Line by Actor
Great, this work. but when player choose an option, because the response is not shown as dialogue, player and NPC animate at the same time, there is any way to detect if the line is a selected response or a normal dialogue line?
- Wed Mar 13, 2024 8:59 pm
- Forum: Dialogue System for Unity
- Topic: On Conversation Line by Actor
- Replies: 3
- Views: 244
On Conversation Line by Actor
Hi, im adding some animations for when an Actor say a Line, i don't want to do this on the sequence but Generic to each actor, so i added Dialogue System Events and played the animation with the Event On Conversation Line, but it work to any conversation Line and not just the associated actor as i e...