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?
Search found 11 matches
- Fri Aug 23, 2024 7:59 am
- Forum: Dialogue System for Unity
- Topic: Save system only for quests (Main state)
- Replies: 1
- Views: 286
- 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!
Thanks!
- 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...
- 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!
Thanks!
- 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...
- 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}]
Is it possible to create a new array or list field? Something like this: [{RewardName: "Money", RewardAmount: 100}, [{RewardName: "XP", RewardAmount: 15}]
- Fri Apr 26, 2024 2:56 pm
- 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)
Thanks for advices. I'll try to do that)
- 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.
I need a similar response system as in the attachment below (+5000 money, +1 weapon). Is there any built-in functionality?
Thanks.
- 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....
- Thu Apr 11, 2024 4:04 am
- Forum: Dialogue System for Unity
- Topic: Multiple Conversations support per one NPC
- Replies: 3
- Views: 255