Search found 21020 matches
- 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...
- 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...
- 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...
- 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.
- 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.![Smile :-)](./images/smilies/icon_e_smile.gif)
Just call me Vinz.
![Smile :-)](./images/smilies/icon_e_smile.gif)
- 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...
- 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...
- 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 ...
- 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", ...
- 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.