Search found 42 matches
- 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...
- 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...
- 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...
- 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...
- 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...
- 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:
But still interested in which case this (normally static) data should be included and could it be used with prettyPrint like JsonUtility does?
Code: Select all
PersistentDataManager.includeActorData
- 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...
- 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...
- 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.
- 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...