Search found 12 matches

by lordzeon
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?
by lordzeon
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...
by lordzeon
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
by lordzeon
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...
by lordzeon
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...
by lordzeon
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?
by lordzeon
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?
imagen_2024-03-25_182720550.png
imagen_2024-03-25_182720550.png (8.04 KiB) Viewed 1512 times
Here Alchemy Node should be a requirement for success node for example
by lordzeon
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...
by lordzeon
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?
by lordzeon
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...