Hey, I actually found a really easy answer just now. Just had to set my MenuPanel on SetActive(false) when the Start of a Conversation is triggered.
Thank you for the help!
Search found 18 matches
- Tue Jul 30, 2024 3:45 pm
- Forum: Dialogue System for Unity
- Topic: Menu Panel showing up from the start after resetting conversation
- Replies: 7
- Views: 557
- Tue Jul 30, 2024 3:00 pm
- Forum: Dialogue System for Unity
- Topic: Menu Panel showing up from the start after resetting conversation
- Replies: 7
- Views: 557
Re: Menu Panel showing up from the start after resetting conversation
There are no warnings and Deactivate On Hide is ticked.
- Tue Jul 30, 2024 12:53 pm
- Forum: Dialogue System for Unity
- Topic: Menu Panel showing up from the start after resetting conversation
- Replies: 7
- Views: 557
Re: Menu Panel showing up from the start after resetting conversation
Close Button: The small [X] in the upper right corner. I'm using it to end the conversation whenever i want to. I also have to confirm that i want to stop the conversation. And on my Confiramtion Button is a Script with DialogueManager.StopConversation(); So it should be working, sadly it doesn't. I...
- Tue Jul 30, 2024 10:18 am
- Forum: Dialogue System for Unity
- Topic: Menu Panel showing up from the start after resetting conversation
- Replies: 7
- Views: 557
Menu Panel showing up from the start after resetting conversation
Hello, I have the following Problem:
If I reach the MenuPanel in the dialog and then end the dialog using a 'CloseButton,' but then start the dialog again, the MenuPanel appears from the beginning, even though it shouldn't be there yet.
How can I fix this problem?
If I reach the MenuPanel in the dialog and then end the dialog using a 'CloseButton,' but then start the dialog again, the MenuPanel appears from the beginning, even though it shouldn't be there yet.
How can I fix this problem?
- Wed Jul 03, 2024 11:39 am
- Forum: Dialogue System for Unity
- Topic: Apply Effect after click on continue on the last dialogue node
- Replies: 1
- Views: 237
Apply Effect after click on continue on the last dialogue node
Hey, this will hopefully be my last question for today: On the last node of the conversation i added the following Effect to the script section. AddVisitor(1); Variable["Alert"] = "Visitor +1" My problem is that I have a cancel and a back button. If I have reached the last node a...
- Wed Jul 03, 2024 9:42 am
- Forum: Dialogue System for Unity
- Topic: Show Alert for a set amount of Time
- Replies: 3
- Views: 306
Re: Show Alert for a set amount of Time
I found it. Thank you!!
- Wed Jul 03, 2024 6:42 am
- Forum: Dialogue System for Unity
- Topic: Show Alert for a set amount of Time
- Replies: 3
- Views: 306
Show Alert for a set amount of Time
Hello, I have another short question:
Is there a way to specify how long the alert panel should be displayed? Currently, it disappears after one second, but I want it to be shown for about 5 seconds.
Is there a way to specify how long the alert panel should be displayed? Currently, it disappears after one second, but I want it to be shown for about 5 seconds.
- Wed Jul 03, 2024 4:41 am
- Forum: Dialogue System for Unity
- Topic: Destroy NPC after Dialogue is completed
- Replies: 4
- Views: 275
Re: Destroy NPC after Dialogue is completed
After trying out some things I finally found a solution that worked
- Tue Jul 02, 2024 9:55 am
- Forum: Dialogue System for Unity
- Topic: Destroy NPC after Dialogue is completed
- Replies: 4
- Views: 275
Re: Destroy NPC after Dialogue is completed
Hey Tony, thanks for the reply.
Is there a way I can do that without having to do it for every single NPC?
Sometimes a NPC has up to 4 Options for a dialogue to end.
Is there a way I can do that without having to do it for every single NPC?
Sometimes a NPC has up to 4 Options for a dialogue to end.
- Tue Jul 02, 2024 5:10 am
- Forum: Dialogue System for Unity
- Topic: Destroy NPC after Dialogue is completed
- Replies: 4
- Views: 275
Destroy NPC after Dialogue is completed
Hello, I have a short question:
How can I destroy the NPC after I completed the whole Conversation?
I have a Close Button that closes a conversation whenever I want.
So with the Script I have right now the NPC is also being destroyed when I just close it.
How can I destroy the NPC after I completed the whole Conversation?
I have a Close Button that closes a conversation whenever I want.
So with the Script I have right now the NPC is also being destroyed when I just close it.