Search found 11 matches

by flyingv
Fri Aug 23, 2024 7:59 am
Forum: Dialogue System for Unity
Topic: Save system only for quests (Main state)
Replies: 1
Views: 286

Save system only for quests (Main state)

Hi!

I want to use SaveSystem, there is so much functionality to save positions and states. I'm interested only in save and load quest main state. How to easy setup for this case?
by flyingv
Tue Jul 16, 2024 6:22 am
Forum: Dialogue System for Unity
Topic: Script block. Show Alert with SetQuestEntryState
Replies: 3
Views: 249

Re: Script block. Show Alert with SetQuestEntryState

A weird situation, but I think you were right. When I retyped all the scripts, it started work.

Thanks!
by flyingv
Mon Jul 15, 2024 1:15 pm
Forum: Dialogue System for Unity
Topic: Script block. Show Alert with SetQuestEntryState
Replies: 3
Views: 249

Script block. Show Alert with SetQuestEntryState

Hi! I've notice that alert popup is not showing with this lines of Lua code: SetQuestEntryState("Enemy Attack", 1, "active"); Variable["Alert"] = "New Text" Throw exception 'Code has syntax error' When I use SetQuestState("Enemy Attack", "active...
by flyingv
Sat May 25, 2024 1:46 pm
Forum: Dialogue System for Unity
Topic: Animation play on specific DialogueEntry
Replies: 3
Views: 373

Re: Animation play on specific DialogueEntry

I've added a link to Conversation Actor property and added DialogueActor component. And it works!

Thanks!
by flyingv
Fri May 24, 2024 9:47 am
Forum: Dialogue System for Unity
Topic: Animation play on specific DialogueEntry
Replies: 3
Views: 373

Animation play on specific DialogueEntry

Hi! I want to play an animation on DialogueEntry via Sequence AnimatorTrigger(Talking) But, there is nothing happened and the info log appears "Dialogue System: Sequencer: AnimatorTrigger(Talking, Mike): No Animator found on Mike" As I understand, Animator component should be attached to t...
by flyingv
Wed May 08, 2024 3:48 am
Forum: Dialogue System for Unity
Topic: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)
Replies: 5
Views: 559

Re: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)

What if I need to output several reward items on response item? For example, 15 XP AND 100 amount of ammo? (See attachment)

Is it possible to create a new array or list field? Something like this: [{RewardName: "Money", RewardAmount: 100}, [{RewardName: "XP", RewardAmount: 15}]
by flyingv
Fri Apr 26, 2024 5:26 am
Forum: Dialogue System for Unity
Topic: Dialogue Response Item with dynamic labels (XP, Reward, New weapon)
Replies: 5
Views: 559

Dialogue Response Item with dynamic labels (XP, Reward, New weapon)

Hi!

I need a similar response system as in the attachment below (+5000 money, +1 weapon). Is there any built-in functionality?
Thanks.
by flyingv
Sun Apr 14, 2024 11:44 am
Forum: Dialogue System for Unity
Topic: UI label above NPC's head (has character quest to give?)
Replies: 1
Views: 101

UI label above NPC's head (has character quest to give?)

Hi! I need to create the same as on the image below label above my NPC character when there are any unassigned quests to complete. When "no quests" -> only name, "main quest" -> star icon plus name, "secondary quest" -> exclamation mark plus name https://cdn.nichesites....
by flyingv
Thu Apr 11, 2024 4:04 am
Forum: Dialogue System for Unity
Topic: Multiple Conversations support per one NPC
Replies: 3
Views: 255

Re: Multiple Conversations support per one NPC

Tony Li wrote: Wed Apr 10, 2024 10:40 am 2. Or add a Dialogue System Trigger for each quest, and set the Conditions so that only one of them at time will be valid.
Ok, I think that's my option.

Thanks for the help!