Search found 9 matches
- Tue Nov 26, 2024 6:10 pm
- Forum: Quest Machine
- Topic: How to force QM Journal UI to update?
- Replies: 7
- Views: 20662
Re: How to force QM Journal UI to update?
Hi Tony, Thank you so much for your replies. I am using GiveQuest() during relevant dialogues. That GiveQuest script is very handy! I double checked my set up and all looks good - I'll check out the integration package for more info if I need. I changed the way I am going to implement this quick pro...
- Mon Nov 25, 2024 4:52 pm
- Forum: Quest Machine
- Topic: How to force QM Journal UI to update?
- Replies: 7
- Views: 20662
Re: How to force QM Journal UI to update?
Hi Tony,
Yes, I have. I usually duplicate a quest template I have in my Project and then manually add them to the Quest Database.
Yes, I have. I usually duplicate a quest template I have in my Project and then manually add them to the Quest Database.
- Mon Nov 25, 2024 4:00 pm
- Forum: Quest Machine
- Topic: How to force QM Journal UI to update?
- Replies: 7
- Views: 20662
Re: How to force QM Journal UI to update?
Hi Tony, Thank you for the reply. I think my post may have been a little misleading and that the issue is more complex and has to do with the way Dialogue System for Unity and Quest Machine interact. I tried .RefreshUIs() but I think the issue is actually that my player's Quest Journal component has...
- Mon Nov 25, 2024 12:53 pm
- Forum: Quest Machine
- Topic: How to force QM Journal UI to update?
- Replies: 7
- Views: 20662
How to force QM Journal UI to update?
Hi Tony, I've made a tool that updates my Dialogue System for Unity variables and quest log statuses so that I can more easily test out my game at different checkpoints as I develop. I'm using both Dialogue System for Unity and Quest Machine together. I'm using DSFU for handling conversations and tr...
- Sat Jul 20, 2024 2:10 pm
- Forum: Quest Machine
- Topic: A public variable as a quest state condition
- Replies: 1
- Views: 1932
A public variable as a quest state condition
Hello, I've been using Dialogue System for Unity paired with Quest Machine. I generally trigger quest progress via dialogue or using a simple custom script to send a message based on certain Usable behavior. My current challenge is that I want to set up a quest state condition so that it progresses ...
- Tue Jun 18, 2024 2:10 pm
- Forum: Dialogue System for Unity
- Topic: Chain dialogues
- Replies: 7
- Views: 1364
Re: Chain dialogues
Hi Tony, this post was really helpful. Thank you. An additional question I had - say I want to link a conversation to another conversation that uses a different UI (I have separate dialogue UIs for regular convos vs text message exchanges). Is there a way I am able to do this using linked conversati...
- Mon Jun 03, 2024 12:28 pm
- Forum: Dialogue System for Unity
- Topic: Localizing Selector Elements
- Replies: 3
- Views: 1476
Re: Localizing Selector Elements
HI Tony,
Can you confirm whether the right way to go about making a text table for this purpose? It says deprecated in-engine.
Also, is there a way to change the default message without putting an override in every Usable* component?
Thank you.
Can you confirm whether the right way to go about making a text table for this purpose? It says deprecated in-engine.
Also, is there a way to change the default message without putting an override in every Usable* component?
Thank you.
- Fri May 31, 2024 10:32 am
- Forum: Dialogue System for Unity
- Topic: Modifying UI Typewriter audio?
- Replies: 9
- Views: 4217
Re: Modifying UI Typewriter audio?
Hi Tony, thank you so much! Didn't realize that existed since I haven't done much with actor customization yet.
This solution will work great.
- Thu May 30, 2024 11:49 am
- Forum: Dialogue System for Unity
- Topic: Modifying UI Typewriter audio?
- Replies: 9
- Views: 4217
Re: Modifying UI Typewriter audio?
Hi Tony, First off, I am really loving this asset (as well as Quest Machine). Thanks for creating a cool asset and continuing to offer support. Just a quick question related playing audio at various pitches for different characters - do you have to define the min and max pitch outside of engine? I h...