Search found 21033 matches

by Tony Li
Sun Oct 19, 2014 9:28 am
Forum: Dialogue System for Unity
Topic: Turning Scripts On/Off on a Certain Dialogue Entry
Replies: 1
Views: 991

Turning Scripts On/Off on a Certain Dialogue Entry

Hi! You can use sequencer commands for this. Use SetEnabled() to enable or disable a script. For example, say you have a particle effect on a GameObject named "Fountain". To turn it on when a dialogue entry is initiated, set the dialogue entry's Sequence field to: SetEnabled(ParticleSystem...
by Tony Li
Fri Oct 17, 2014 7:04 am
Forum: Dialogue System for Unity
Topic: Set Active on Dialogue Event
Replies: 12
Views: 5921

Set Active on Dialogue Event

To add to that in case this info is helpful: If you don't want the blank dialogue box to delay (or control the camera, or whatever your Dialogue Manager's Default Sequence is), you can set its Sequence to None(). Also, you can specifying timing for sequence commands, such as: SetActive(Lightbulb); A...
by Tony Li
Fri Oct 17, 2014 7:00 am
Forum: Dialogue System for Unity
Topic: Find the position of a dialogue element
Replies: 1
Views: 1000

Find the position of a dialogue element

It depends on what GUI system you're using. Generally speaking, in a script you can access dialogue elements through the UI's xxxDialogueUI script -- for example, UnityDialogueUI.dialogue.npcSubtitle.line. The dialogue UI implementations provided with the Dialogue System (for Unity GUI, NGUI, DF-GUI...
by Tony Li
Fri Oct 17, 2014 5:48 am
Forum: Dialogue System for Unity
Topic: Set Active on Dialogue Event
Replies: 12
Views: 5921

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: 5921

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: 1307

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: 1599

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: 2122

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: 1599

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: 2122

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...