
Search found 14 matches
- Sat Apr 12, 2025 7:44 am
- Forum: Dialogue System for Unity
- Topic: How to Generate Dynamic Responses Through Script?
- Replies: 9
- Views: 1347
Re: How to Generate Dynamic Responses Through Script?
I love you man, thank you so much 

- Fri Apr 11, 2025 8:35 am
- Forum: Dialogue System for Unity
- Topic: How to Generate Dynamic Responses Through Script?
- Replies: 9
- Views: 1347
Re: How to Generate Dynamic Responses Through Script?
For each button I want to call:
which will stop the conversation and handle the rest of the logic,
Code: Select all
dynamicResponses[i].onClick = () => {
CombatManager.Instance.PlayerAction("Attack", enemy);
};
- Fri Apr 11, 2025 7:02 am
- Forum: Dialogue System for Unity
- Topic: How to Generate Dynamic Responses Through Script?
- Replies: 9
- Views: 1347
Re: How to Generate Dynamic Responses Through Script?
Thanks, man , I appreciate your effort, but the response buttons now are always pointing back to the Attack node, and the ShowPanel sequence line keeps on triggering. I'm not sure if I'm doing something wrong here. Also, the onclick action is not functioning. I tried to play around with it a bit, b...
- Thu Apr 10, 2025 7:55 am
- Forum: Dialogue System for Unity
- Topic: How to Generate Dynamic Responses Through Script?
- Replies: 9
- Views: 1347
Re: How to Generate Dynamic Responses Through Script?
Hey, thanks for the reply. I went with the second option, overriding the StandardUIMenuPanel and adding a second Menu Panel for target selection. I used setPanel to show the target selection Menu and automatically trigger ShowResponses. Here is the current code: public override void ShowResponses(Su...
- Wed Apr 09, 2025 7:21 am
- Forum: Dialogue System for Unity
- Topic: How to Generate Dynamic Responses Through Script?
- Replies: 9
- Views: 1347
How to Generate Dynamic Responses Through Script?
Hey, I'm working on a turn-based combat system that uses Dialogue System to handle interactions. When it's the player's turn, they get a choice of actions. If they choose "Attack," I want to dynamically generate a response menu listing all available enemy names so they can pick a target. I...
- Wed Feb 12, 2025 7:09 am
- Forum: Dialogue System for Unity
- Topic: Turn based combat using dialogue system.
- Replies: 1
- Views: 1337
Turn based combat using dialogue system.
hey, The idea is a combat system based on 4 choices questions (quiz) where the player takes turns between attacking and blocking (by answering the quiz), there could be more than one actor during the fight so the player can choose whom to target. for reference, I'm thinking of adding items and an in...
- Thu Jan 02, 2025 2:36 pm
- Forum: Quest Machine
- Topic: Issue with "Interrupt Previous Clip" Not Working (Quest Machine)
- Replies: 5
- Views: 17928
Re: Issue with "Interrupt Previous Clip" Not Working (Quest Machine)
Thanks, it is working now after ticking Interrupt Previous Clip for both audios, is it supposed to work like that?
- Thu Jan 02, 2025 3:39 am
- Forum: Quest Machine
- Topic: Issue with "Interrupt Previous Clip" Not Working (Quest Machine)
- Replies: 5
- Views: 17928
Re: Issue with "Interrupt Previous Clip" Not Working (Quest Machine)
Hey,
Play Audio has an audio action while True.
Inerrupt audio has an audio action with "interrupt Previous Clip" ticked while True
Play Audio has an audio action while True.
Inerrupt audio has an audio action with "interrupt Previous Clip" ticked while True
- Wed Jan 01, 2025 7:28 am
- Forum: Quest Machine
- Topic: Issue with "Interrupt Previous Clip" Not Working (Quest Machine)
- Replies: 5
- Views: 17928
Issue with "Interrupt Previous Clip" Not Working (Quest Machine)
Hello, is there a reason why the Interrupt Previous Audio clip is not working for me? Both nodes use the same Audio Source, even tho the "Interrupt Audio" node uses InterruptPreviousClip, it is still playing in addition to the previous one. am I missing something here? image_2025-01-01_132...
- Sat Dec 28, 2024 4:01 am
- Forum: Quest Machine
- Topic: Best Approach for Linear, Auto-Starting Quests with Repeatable Failures?
- Replies: 10
- Views: 25675
Re: Best Approach for Linear, Auto-Starting Quests with Repeatable Failures?
Fixed
thank you so much
