Search found 11 matches
- Sat Nov 02, 2024 4:10 am
- Forum: Dialogue System for Unity
- Topic: How can I create an effect where buttons become greyed out for dialogue content that has been repeated?
- Replies: 1
- Views: 72
How can I create an effect where buttons become greyed out for dialogue content that has been repeated?
How can I create an effect where buttons become greyed out for dialogue content that has been repeated? I’ve seen many RPGs do this.
- Thu Oct 31, 2024 9:05 am
- Forum: Dialogue System for Unity
- Topic: How can I implement a dialogue system like the one in Disco Elysium
- Replies: 2
- Views: 116
- Thu Oct 31, 2024 9:05 am
- Forum: Dialogue System for Unity
- Topic: [HOWTO] How To: Do Skill Checks in Conversations
- Replies: 2
- Views: 3795
- Thu Oct 31, 2024 7:47 am
- Forum: Dialogue System for Unity
- Topic: How can I implement a dialogue system like the one in Disco Elysium
- Replies: 2
- Views: 116
How can I implement a dialogue system like the one in Disco Elysium
How can I implement a dialogue system like the one in Disco Elysium, where the success of a conversation is determined by attribute-based probabilities? Do you have any ideas or approaches?
- Sun Oct 27, 2024 4:35 am
- Forum: Dialogue System for Unity
- Topic: how can I have the camera revert to the default player after the dialogue ends?
- Replies: 1
- Views: 82
how can I have the camera revert to the default player after the dialogue ends?
I used CinemachineTarget, which allows me to direct the dialogue towards the speaker. However, how can I have the camera revert to the default player after the dialogue ends?
- Sat Oct 26, 2024 3:42 am
- Forum: Quest Machine
- Topic: How to save without using save system?
- Replies: 1
- Views: 85
How to save without using save system?
I have a custom save system, so I don't want to use the default save system. I noticed that the Dialogue System supports Dialogue Database-Only Save. Similarly, I would like to ask how to save only the quest system's data without saving the entire system.
- Thu Oct 17, 2024 7:10 am
- Forum: Dialogue System for Unity
- Topic: dialogue system events What is required for this component to run?
- Replies: 1
- Views: 70
dialogue system events What is required for this component to run?
I tried to copy and paste this component onto another gameobject, but the component inside didn't work. Such as the beginning of the conversation event
- Wed Oct 09, 2024 12:05 am
- Forum: Quest Machine
- Topic: How can I integrate the Quest Machine with the custom inventory module I developed?
- Replies: 1
- Views: 81
How can I integrate the Quest Machine with the custom inventory module I developed?
For example, for the counter here, I don’t want to use messages for counting anymore. Instead, I want to use the item quantities in the inventory system for counting. How should I do this?
- Sun Jul 28, 2024 10:46 pm
- Forum: Dialogue System for Unity
- Topic: How can I designate an area so that when the player walks into it, a dialogue is triggered only once?
- Replies: 1
- Views: 332
How can I designate an area so that when the player walks into it, a dialogue is triggered only once?
How can I designate an area so that when the player walks into it, a dialogue is triggered only once? After that, the dialogue should proceed with normal click interactions. I considered using a collider, but it would continuously trigger the dialogue.
- Tue Jul 23, 2024 2:59 am
- Forum: Dialogue System for Unity
- Topic: I plan to integrate the dialogue system with my custom inventory system
- Replies: 1
- Views: 465
I plan to integrate the dialogue system with my custom inventory system
I plan to integrate the dialogue system with my custom inventory system. For example, if a quest requires me to collect 3 apples, should I write a Lua script to check and remove them from the inventory system? Is there an easier way? I'm wondering, since I'm using the inventory system, does it mean ...