Search found 24 matches

by PeterParked
Wed Jan 15, 2020 7:16 pm
Forum: Dialogue System for Unity
Topic: Console error related to AdventureCreator: No overload for method 'Remove' takes 4 args
Replies: 2
Views: 478

Console error related to AdventureCreator: No overload for method 'Remove' takes 4 args

I've just set up a clean install to try to diagnose a separate issue. I'm using Unity 2019.2.17f1, Dialogue System 2.2.4, and Adventure Creator 1.70.1 I started by following the steps for AC support setup here: http://www.pixelcrushers.com/dialogue_system/manual2x/html/adventure_creator.html and imm...
by PeterParked
Wed Jul 17, 2019 4:24 pm
Forum: Dialogue System for Unity
Topic: Dialogue node start after fade complete?
Replies: 1
Views: 355

Dialogue node start after fade complete?

So after reading through your helpful remarks on other posts, I've realized that my attempt to get a dialogue node to not start until after a Sequencer fade is finished is being foiled by the Continue button. Like I've been trying commands like this: Fade(stay, 2);required LoadLevel(LocationDoor)@2;...
by PeterParked
Mon Oct 08, 2018 9:36 pm
Forum: Dialogue System for Unity
Topic: Menu System Framework
Replies: 3
Views: 629

Re: Menu System Framework

Ha, yeah, I did not do a good job recreating the environment for my experiment. I think in my real project, the existing Dialogue System settings created a conflict with the example Gameplay scene, and I got similar visual output results, but the issue in the clean project was definitely that I forg...
by PeterParked
Mon Oct 08, 2018 5:33 pm
Forum: Dialogue System for Unity
Topic: Menu System Framework
Replies: 3
Views: 629

Menu System Framework

I'm trying to use the Menu System Framework example to get a handle on how I should set up my save/load components and my auto save components correctly, but I haven't been able to get the Gameplay scene to run. Even when I import the package into a clean project, I'm getting a number of "missi...
by PeterParked
Thu Oct 04, 2018 2:23 pm
Forum: Dialogue System for Unity
Topic: Portrait images for Player actor in Runic Dialogue UI
Replies: 7
Views: 1836

Re: Portrait images for Player actor in Runic Dialogue UI

Great! Thank you so much for the help!
by PeterParked
Thu Oct 04, 2018 1:00 pm
Forum: Dialogue System for Unity
Topic: Portrait images for Player actor in Runic Dialogue UI
Replies: 7
Views: 1836

Re: Portrait images for Player actor in Runic Dialogue UI

Ah, gotcha. Thanks to your instructions, I've lost the white box, and the NPC portrait shows continuously. This makes total sense if I also keep the "Accumulate text" option clicked, but if I toggle that off, the result is that the NPC portrait shows during the PC's subtitles, which is a l...
by PeterParked
Wed Oct 03, 2018 8:25 pm
Forum: Dialogue System for Unity
Topic: Portrait images for Player actor in Runic Dialogue UI
Replies: 7
Views: 1836

Re: Portrait images for Player actor in Runic Dialogue UI

Hey, Tony, thanks for taking a look at this. Thanks to your instructions, I was able to determine that it looks like IsPlayer is checked for that actor. https://incendiat.com/pictures/playerchecked.JPG I've included the wider screenshot to show that it appears to me that the technical name for the b...
by PeterParked
Wed Oct 03, 2018 5:15 pm
Forum: Dialogue System for Unity
Topic: Portrait images for Player actor in Runic Dialogue UI
Replies: 7
Views: 1836

Portrait images for Player actor in Runic Dialogue UI

I'm using the Runic dialogue UI, and I've selected the "Only Show NPC Portraits" option: https://incendiat.com/pictures/uisubtitle.JPG I've exported my data from articy:draft with the IsPlayer boolean checked, but I'm still getting the white box that indicates that my player portrait hasn'...
by PeterParked
Wed May 11, 2016 8:59 am
Forum: Dialogue System for Unity
Topic: Quest system conditionals
Replies: 12
Views: 3480

Re: Quest system conditionals [SOLVED]

Bad articy:draft, no doughnut.