Search found 8 matches
- Mon Dec 07, 2015 11:59 am
- Forum: Love/Hate
- Topic: A few questions about "changing" some Love/Hate behaviors
- Replies: 10
- Views: 4384
Re: A few questions about "changing" some Love/Hate behaviors
Faction information is stored in the faction database. Save it using FactionManager.SerializeToString() Right. The _factionMember.SerializeToString() above is a typo, it should be _factionManager :) Either way, it wasn't loading the factions when I deserialized that string. It would only load the f...
- Mon Dec 07, 2015 10:08 am
- Forum: Love/Hate
- Topic: A few questions about "changing" some Love/Hate behaviors
- Replies: 10
- Views: 4384
Re: A few questions about "changing" some Love/Hate behaviors
To save and load your dynamically-created factions, just call FactionManager.SerializeToString() and DeserializeFromString(). I tried this, and I just end up with a string like "2,0,0,0,0," .. no faction names or anything seem to get serialized. Here's the code I wrote to test it out: var...
- Sun Dec 06, 2015 10:22 pm
- Forum: Love/Hate
- Topic: A few questions about "changing" some Love/Hate behaviors
- Replies: 10
- Views: 4384
Re: A few questions about "changing" some Love/Hate behaviors
Awesome! One more question :) Could I do all this without using FactionMember? My reasoning is this - each one of my actors are distinct "things" and they each have their own unique personality. I know I could use a unique faction for each actor, but seems a little overkill. I'm wondering ...
- Sun Dec 06, 2015 4:20 pm
- Forum: Love/Hate
- Topic: A few questions about "changing" some Love/Hate behaviors
- Replies: 10
- Views: 4384
Re: A few questions about "changing" some Love/Hate behaviors
Okay cool, thanks! Would the EvaluteRumor be where I implement changing personality trait values rather than relationship?
- Sun Dec 06, 2015 12:17 pm
- Forum: Love/Hate
- Topic: A few questions about "changing" some Love/Hate behaviors
- Replies: 10
- Views: 4384
A few questions about "changing" some Love/Hate behaviors
Hey - While Love/Hate is super powerful, and has been immensely helpful to me, I'm in need of doing things differently than the way Love/Hate does them out of the box. For instance, when a deed occurs I don't want it to change the way those two actors view each other. Instead, I want to change the v...
- Fri Dec 04, 2015 11:54 am
- Forum: Love/Hate
- Topic: Dynamically assigning faction
- Replies: 5
- Views: 2552
Re: Dynamically assigning faction
Awesome. Best support ever :) I saw the traits array, was unsure of how to get the right Trait id but I was looking on FactionMember instead of FactionDatabase :) A theoretical question (maybe I should have made these separate threads?!) - Is there any sort of max number of factions you envision? Wo...
- Fri Dec 04, 2015 11:20 am
- Forum: Love/Hate
- Topic: Dynamically assigning faction
- Replies: 5
- Views: 2552
Re: Dynamically assigning faction
Thanks Tony! I somehow missed that in the documentation :) Another Q - let's say I want to create a faction dynamically.. Well, I do want to because each "user" should have their own faction, but "users" are dynamically created at load time (and other times, as well). Anyways, is...
- Thu Dec 03, 2015 6:49 pm
- Forum: Love/Hate
- Topic: Dynamically assigning faction
- Replies: 5
- Views: 2552
Dynamically assigning faction
Hey -
For my game I need the ability to assign a faction dynamically, in code, when an NPC is created. Is this something that's possible or do I have to do it through the Unity UI? If it's possible where can I find the documentation for it?
Thanks!
For my game I need the ability to assign a faction dynamically, in code, when an NPC is created. Is this something that's possible or do I have to do it through the Unity UI? If it's possible where can I find the documentation for it?
Thanks!