Search found 23360 matches
- Tue May 09, 2017 10:17 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity with plyGame
- Replies: 52
- Views: 28729
Re: Dialogue System for Unity with plyGame
There's a block for that: Dialogue System > Cutscene Sequences > Start. To see an example, open the Dialogue System's plyGame Example scene and edit the plyBlox on the Feature Demo GameObject. It runs this sequence: Fade(in,1). To get and set variables, I suggest using the Dialogue System > Lua > Ge...
- Tue May 09, 2017 9:48 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity with plyGame
- Replies: 52
- Views: 28729
Re: Dialogue System for Unity with plyGame
Alright!
That's what game development is like -- sometimes we get stuck on a problem for a while, but then it's so rewarding when we finally get it working. (At least until the next problem!
)


- Tue May 09, 2017 3:46 pm
- Forum: Dialogue System for Unity
- Topic: How to Initiate Conversations from Scripts
- Replies: 2
- Views: 833
Re: How to Initiate Conversations from Scripts
Hi!
Use DialogueManager.StartConversation(). There are several variants, but the simplest is:
And here's general info about How To Start Conversations.
Use DialogueManager.StartConversation(). There are several variants, but the simplest is:
Code: Select all
using PixelCrushers.DialogueSystem;
...
DialogueManager.StartConversation("My Conversation");
- Tue May 09, 2017 12:54 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity with plyGame
- Replies: 52
- Views: 28729
Re: Dialogue System for Unity with plyGame
I'll try to put together a similar example using plyGame screens and the Dialogue System. I'll post back here later today.
- Tue May 09, 2017 12:20 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity with plyGame
- Replies: 52
- Views: 28729
Re: Dialogue System for Unity with plyGame
Hi David,
Happy to help! If you get stuck with the quest states, feel free to post some screenshots or a description of how it's set up.
Happy to help! If you get stuck with the quest states, feel free to post some screenshots or a description of how it's set up.
- Tue May 09, 2017 12:19 pm
- Forum: Dialogue System for Unity
- Topic: Get a list of every local Lua variable.
- Replies: 1
- Views: 779
Re: Get a list of every local Lua variable.
Hi,
Lua can return a table (array) as a return value. The AsTable property returns it as a LuaTableWrapper, so you can do this:
Lua can return a table (array) as a return value. The AsTable property returns it as a LuaTableWrapper, so you can do this:
Code: Select all
var variableTable = Lua.Run("return Variable").AsTable;
foreach (var variableName in variableTable.Keys) {
Debug.Log(variableName);
}
- Tue May 09, 2017 9:20 am
- Forum: Dialogue System for Unity
- Topic: Rise of the King on Kickstarter
- Replies: 2
- Views: 552
Re: Rise of the King on Kickstarter
Revelation Games posted a summary here of why they cancelled their campaign. Sometimes Kickstarter campaigns don't work out. Even if the pitch is polished, it just might not hit the right note with enough people at the right time.
- Sun May 07, 2017 10:00 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity with plyGame
- Replies: 52
- Views: 28729
Re: Dialogue System for Unity with plyGame
Let's make sure your quest window works by itself. Please add this script to the Dialogue Manager: ToggleQuestLogWindow.cs using UnityEngine; using PixelCrushers.DialogueSystem; public class ToggleQuestLogWindow : MonoBehaviour { void Update() { if (Input.GetKeyDown(KeyCode.J)) ...
- Fri May 05, 2017 3:18 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue System for Unity with plyGame
- Replies: 52
- Views: 28729
Re: Dialogue System for Unity with plyGame
Hi, Make sure the Animator's Update Mode is set to Unscaled Time. Or, for a better test, save your scene. Then delete the Animator component and the Canvas Group component. Then play the scene and try to open the quest log window. This will eliminate the fade-in animation as a possible culprit. It's...
- Fri May 05, 2017 3:16 pm
- Forum: Dialogue System for Unity
- Topic: How to Disable Button Mashing Between Sequences in Trigger?
- Replies: 7
- Views: 3441
Re: How to Disable Button Mashing Between Sequences in Trigger?
Hi Nik,
Great! Sorry I wasn't much help on this one. If I can help out with anything else, just let me know.
Great! Sorry I wasn't much help on this one. If I can help out with anything else, just let me know.