Search found 21020 matches

by Tony Li
Fri Oct 17, 2014 5:48 am
Forum: Dialogue System for Unity
Topic: Set Active on Dialogue Event
Replies: 12
Views: 5868

Set Active on Dialogue Event

Sounds like a plan. BTW, you can have multiple Conversation Triggers on an NPC. You might want to do this, for example, if each Conversation Trigger has a different set of Conditions. But you'll have to add additional ones manually. The wizard tries to keep things simple by only working with one Con...
by Tony Li
Fri Oct 17, 2014 5:16 am
Forum: Dialogue System for Unity
Topic: Set Active on Dialogue Event
Replies: 12
Views: 5868

Set Active on Dialogue Event

3216 wrote: The conversation starts as it should be the object I want to appear at the same time doesn’t appear and the conversation I want to make active at the end doesn’t start. If you set the Dialogue Manager's Debug Level to Info, it will log a line "Starting Conversation..." includin...
by Tony Li
Wed Oct 15, 2014 3:35 am
Forum: Dialogue System for Unity
Topic: Quest Drop Down
Replies: 2
Views: 1293

Quest Drop Down

3208 wrote: Hello, So I’m delving further in to the recesses making progress. It’s slow, but that’s more down to our game’s complexity more than the dialogue system. I’m using the quest system as a kind of debug hack at the moment for dialogue triggers. I’ve noticed that when I’m inside the dialogue...
by Tony Li
Tue Oct 14, 2014 9:52 am
Forum: Dialogue System for Unity
Topic: Lua
Replies: 4
Views: 1585

Lua

Okay, I added it to my "to-do" list.
by Tony Li
Tue Oct 14, 2014 4:16 am
Forum: Dialogue System for Unity
Topic: Barks with 'responses'
Replies: 5
Views: 2081

Barks with 'responses'

3198 wrote: Thanks Tony, you are indeed the Keymaster


Just call me Vinz. :-)
by Tony Li
Tue Oct 14, 2014 3:10 am
Forum: Dialogue System for Unity
Topic: Lua
Replies: 4
Views: 1585

Lua

3194 wrote: Hi there I note http://www.pixelcrushers.com/dialogue_system/manual/html/lua_console.html says “It doesn’t display the output of print statements.” Any chance of this being implemented? either in the console or to the Unity debug console? That's a great idea. I'll add it to the next rele...
by Tony Li
Tue Oct 14, 2014 2:57 am
Forum: Dialogue System for Unity
Topic: Barks with 'responses'
Replies: 5
Views: 2081

Barks with 'responses'

3195 wrote: Is it possible for NPCs to bark more than one dialogue box? There are a few examples in the Examples/Bark  Example folder. You might want to use Bark Dialogue UI to run it as a conversation that uses the participants' bark UIs. 3195 wrote: But then how do I make it random? If you go with...
by Tony Li
Mon Oct 13, 2014 3:05 am
Forum: Dialogue System for Unity
Topic: Remove zoom-in on characters
Replies: 6
Views: 2764

Remove zoom-in on characters

Hi, If you don't need a separate camera for sequences, you can leave the Dialogue Manager's Sequencer Camera field unassigned. It will just use the current main camera in this case. Otherwise, you can leave the Sequencer Camera GameObject (or prefab) inactive.  When the Dialogue System needs to use ...
by Tony Li
Fri Oct 10, 2014 2:51 pm
Forum: Dialogue System for Unity
Topic: Access custom quest fields OR get notified about sub quest completion
Replies: 3
Views: 2200

Access custom quest fields OR get notified about sub quest completion

Sorry, I just realized that the QuestLog API already lets you add observers for quest entries (subquests). The same method QuestLog.AddQuestStateObserver() is overloaded for this purpose. For example, if you want to observe a quest state, use: QuestLog.AddQuestStateObserver("Kill 5 Rats", ...
by Tony Li
Thu Oct 09, 2014 1:14 pm
Forum: Dialogue System for Unity
Topic: AdventureCreatorBridge, NullReferenceException
Replies: 2
Views: 1428

AdventureCreatorBridge, NullReferenceException

No, it was an issue with the abstraction layer on top of the underlying Lua implementation. It didn't handle empty tables gracefully. It's fixed now in a patch on the customer download site. If you need access, please email your invoice number to tony (at) pixelcrushers.com.