Search found 23432 matches
- Thu Aug 31, 2017 3:25 pm
- Forum: Dialogue System for Unity
- Topic: All quest entries successful = master quest marked as success?
- Replies: 8
- Views: 1816
Re: All quest entries successful = master quest marked as success?
That's the default behavior. It won't automatically mark the main quest state as 'success'. Some designers might not want this to happen, so I thought it best to let the designer control it. 'done' is just an alias for 'success'. Some designers prefer to think of a quest state as either active/done,...
- Thu Aug 31, 2017 3:22 pm
- Forum: Dialogue System for Unity
- Topic: I want to change the font size of JRPG Dialogue UI with Continue Button
- Replies: 17
- Views: 6613
Re: I want to change the font size of JRPG Dialogue UI with Continue Button
Hi, If you're using JRPG Unity UI Dialogue UI (from Prefabs / Unity UI Prefabs), inspect Dialogue Panel > Text Panel > Subtitle Line and increase the Font Size . If you're using the legacy GUI version (from Prefabs / Legacy Unity GUI Prefabs), inspect JRPG Dialogue GUI Skin in the Project view and i...
- Thu Aug 31, 2017 3:17 pm
- Forum: Dialogue System for Unity
- Topic: New Variables not updated in Watch
- Replies: 7
- Views: 1596
Re: New Variables not updated in Watch
Oh, I didn't know about this feature. It seems to be very handy and will help me for other debugging I'm sure. The Lua Console is also helpful in builds. You can even add your own Lua functions to do things like give the player health or ammo. Is there a way to assign another key combination for br...
- Thu Aug 31, 2017 8:16 am
- Forum: Dialogue System for Unity
- Topic: New Variables not updated in Watch
- Replies: 7
- Views: 1596
Re: New Variables not updated in Watch
Hi,
Sorry about this issue. I was able to reproduce it. I'll have a patch for you by the end of the weekend.
In the meantime, although it's not as convenient, you can add a Lua Console to your scene. Then enter:
to get an accurate list of all runtime variables and their values.
Sorry about this issue. I was able to reproduce it. I'll have a patch for you by the end of the weekend.
In the meantime, although it's not as convenient, you can add a Lua Console to your scene. Then enter:
Code: Select all
return Variable
- Wed Aug 30, 2017 6:59 pm
- Forum: Dialogue System for Unity
- Topic: How to Send Conversations to Different UI
- Replies: 15
- Views: 3017
Re: How to Send Conversations to Different UI
Hi,
Add an Override Dialogue UI component to the actor (usually the NPC) and assign the dialogue UI that you want to use.
(Nice looking project, btw!)
Add an Override Dialogue UI component to the actor (usually the NPC) and assign the dialogue UI that you want to use.
(Nice looking project, btw!)
- Wed Aug 30, 2017 6:56 pm
- Forum: Dialogue System for Unity
- Topic: Sequence at the end of conversation
- Replies: 8
- Views: 4803
Re: Sequence at the end of conversation
Thanks! I really appreciate feedback like that because it lets me know where more documentation will be helpful. I'll make sure to include some explanation like this in the next release.
- Wed Aug 30, 2017 3:34 pm
- Forum: Dialogue System for Unity
- Topic: Sequence at the end of conversation
- Replies: 8
- Views: 4803
Re: Sequence at the end of conversation
Hi, If you add the 'required' keyword in your sequence, it will guarantee that the commands run even if the player cancels early: required SetEnabled(SelectorFollowTarget, flip, listener)@{{end}}; required SetEnabled(PController, flip, listener)@{{end}} If you decide to use Set Component Enabled On ...
- Wed Aug 30, 2017 5:33 am
- Forum: Dialogue System for Unity
- Topic: Sequence at the end of conversation
- Replies: 8
- Views: 4803
Re: Sequence at the end of conversation
Hi, I think it would be much easier to use the Set Component Enabled On Dialogue Event component. If for some reason you can't do that, you could tell the sequencer commands to run at the end of the sentence by adding "@{{end}}": SetEnabled(SelectorFollowTarget, flip, listener)@{{end}; Set...
- Tue Aug 29, 2017 1:04 pm
- Forum: Dialogue System for Unity
- Topic: Best suggestion to Export and Re-Import
- Replies: 1
- Views: 587
Re: Best suggestion to Export and Re-Import
That'll work fine. Some tips: In the CSV Converter (importer), make sure to tick Merge . This will pull the changes into your existing database rather than wiping it first. Make a backup of your database before importing in case something gets messed up on the Excel/CSV side. If you've shelled out f...
- Mon Aug 28, 2017 4:03 pm
- Forum: Dialogue System for Unity
- Topic: Adventure Creator Switching Camera
- Replies: 3
- Views: 980
Re: Adventure Creator Switching Camera
Happy to help!