Search found 42 matches

by Maltakreuz
Wed Dec 11, 2024 4:49 pm
Forum: Dialogue System for Unity
Topic: First response deselected on dialogue start
Replies: 3
Views: 884

Re: First response deselected on dialogue start

1) Hi, thank you for quick response. And sorry for blaming DialogueSys, I have just forgotten that I have one more customization of it :) So EventSystem inspector have shown me that it is Response Button Template will be selected as I have own list to support joystick etc. My code relied that this o...
by Maltakreuz
Tue Dec 10, 2024 11:58 am
Forum: Dialogue System for Unity
Topic: First response deselected on dialogue start
Replies: 3
Views: 884

First response deselected on dialogue start

I have just updated dialogue sys from 2.2.9 to 2.2.50 in my project. It went surprisingly smooth. But one minor problem is arised. If I start first conversation first response was always automatically selected in dialogue, what is pretty convinient. It is not the case anymore after update. As I reme...
by Maltakreuz
Tue Aug 29, 2023 12:52 pm
Forum: Dialogue System for Unity
Topic: Add new language for existing dialogues and quests
Replies: 3
Views: 1418

Re: Add new language for existing dialogues and quests

1) Thank you, it works. 2) I instantly have new problem here. After export / import indeed the new language (es) is successfully added. But somehow also fake languages "DisplayName zh" and "DisplayName de" and also "Name zh" and "Name de" are wrongly added too...
by Maltakreuz
Tue Aug 29, 2023 10:31 am
Forum: Dialogue System for Unity
Topic: Add new language for existing dialogues and quests
Replies: 3
Views: 1418

Add new language for existing dialogues and quests

As desribed in localization tutorial (https://www.pixelcrushers.com/dialogue_system/manual2x/html/localization.html) the easiest way is just to add new language in Templates tab. So I have added a new language and... nothing happens. Only after that I have realized, that only new created dialogue en...
by Maltakreuz
Wed Aug 09, 2023 1:16 pm
Forum: Dialogue System for Unity
Topic: Saving only quests and variables
Replies: 4
Views: 2223

Re: Saving only quests and variables

Well... I have found one case where it makes sense. If I set another portrait to NPC, it will be lost after load. Or I need to add some conditions in dialogue to make dialogues rely only on lua vars. But with PersistentDataManager.includeActorData = true current portrait will be also saved like this...
by Maltakreuz
Thu Jul 06, 2023 7:29 am
Forum: Dialogue System for Unity
Topic: Saving only quests and variables
Replies: 4
Views: 2223

Re: Saving only quests and variables

Ah, found it:

Code: Select all

PersistentDataManager.includeActorData
But still interested in which case this (normally static) data should be included and could it be used with prettyPrint like JsonUtility does?
by Maltakreuz
Thu Jul 06, 2023 3:00 am
Forum: Dialogue System for Unity
Topic: Saving only quests and variables
Replies: 4
Views: 2223

Saving only quests and variables

I am implementing save / load in my game. As I have my own system, I only want to save/load dialogue database. That's works fine with string dialogueSysSaveData = PersistentDataManager.GetSaveData(); But after I have inspected what will be actually saved, I see a lot redundant and unnecessary (in my...
by Maltakreuz
Wed Jan 19, 2022 4:48 am
Forum: Dialogue System for Unity
Topic: Output text by parts
Replies: 2
Views: 1604

Output text by parts

In renpy there is a extend keyword, that allows to output text by parts after hitting a key. Normally it is used to achieve some dramatic effect, like: "I am not a real elf, i must say you i am an.... [extend] ...AN ORC!" So at first only the first part of text will be shown, then player s...
by Maltakreuz
Mon Dec 13, 2021 1:44 pm
Forum: Dialogue System for Unity
Topic: Is it safe to write only 1 condition in branching?
Replies: 3
Views: 1305

Re: Is it safe to write only 1 condition in branching?

Thank you for explanation! So i can just leave in such cases second "no-node" blank and it safe to make so. That's convenient.
by Maltakreuz
Mon Dec 13, 2021 1:36 pm
Forum: Dialogue System for Unity
Topic: Is it safe to write only 1 condition in branching?
Replies: 3
Views: 1305

Is it safe to write only 1 condition in branching?

For example i have branching in dialogue, if player has 100 coins or not. So i have 1 node with to linked subnodes. http://puu.sh/Iw23x/034604dbe3.png On the first yes-node in Condition field i write: GetPartyCoins() >= 100 (GetPartyCoins() is my registered lua-function) My question: is it safe to l...