Search found 33 matches
- Fri Feb 24, 2017 1:42 am
- Forum: Love/Hate
- Topic: Using custom game time for FactionMember memory durations
- Replies: 14
- Views: 5012
Re: Using custom game time for FactionMember memory durations
Thanks! That's a load of worry off my chest.
- Wed Feb 22, 2017 5:19 am
- Forum: Love/Hate
- Topic: Using custom game time for FactionMember memory durations
- Replies: 14
- Views: 5012
Re: Using custom game time for FactionMember memory durations
Hey, I know it's been a while but I'm just now getting around to this particular functionality (had to push it to get some other things done). Will taking manual control of GameTime mess anything up with Dialogue System (I noticed GameTime was under the common PixelCrushers namespace, and so assume ...
- Fri Feb 17, 2017 2:00 am
- Forum: Dialogue System for Unity
- Topic: Conversation Actor and Conversant; What to set them to?
- Replies: 6
- Views: 2328
Re: Conversation Actor and Conversant; What to set them to?
Yeah, we were scoping out the indie version (we've got 0 current revenue, making our first game). We've pretty much made the decision to use it, just need to find a new writer as our last one had some life issues and had to attend to those.
- Thu Feb 16, 2017 8:37 pm
- Forum: Dialogue System for Unity
- Topic: Conversation Actor and Conversant; What to set them to?
- Replies: 6
- Views: 2328
Re: Conversation Actor and Conversant; What to set them to?
Thanks much! We are going to be picking up chatmapper soon, as trying to manage dialogue from writers via excel is kind of a major PITA, heh. Do you happen to know if ChatMapper supports extra fields on a conversation? In DS I added a boolean for "IsEventDialogue" (dialogue which will only...
- Thu Feb 16, 2017 8:50 am
- Forum: Dialogue System for Unity
- Topic: Conversation Actor and Conversant; What to set them to?
- Replies: 6
- Views: 2328
Conversation Actor and Conversant; What to set them to?
Hey Toni, I was curious as to what the general guidelines for setting the "Actor" and "Conversant" on the conversation itself should generally be. I know on dialogue nodes, Actor is the object talking, and Conversant is the gameobject being talked to, and I would assume a convers...
- Thu Feb 16, 2017 7:36 am
- Forum: Dialogue System for Unity
- Topic: Starting conversations without using components
- Replies: 8
- Views: 1754
Re: Starting conversations without using components
Since I'm trying to do some dependency injection on the class I'm creating to do these things (so I can mock and do unit tests) I have quick question: Is the DialogueSystemController property DialogueManager.Instance functionally equivalent to the DialogueManager? I'm assuming it is what the static ...
- Wed Feb 15, 2017 10:14 pm
- Forum: Dialogue System for Unity
- Topic: Starting conversations without using components
- Replies: 8
- Views: 1754
Re: Starting conversations without using components
Yeah, I wasn't expecting it in any short term. We probably won't be putting in that capability for another year or so at a minimum (It's not a thing that's going to be going into the demo we're currently building), and worst case scenario we could just write our own json importer. But since the plan...
- Tue Feb 14, 2017 11:06 pm
- Forum: Dialogue System for Unity
- Topic: Starting conversations without using components
- Replies: 8
- Views: 1754
Re: Starting conversations without using components
It's supported. (BTW, Chat Mapper format is XML, not JSON.) ChatMapper now supports exporting from json http://www.chatmapper.com/features/ Though I'm guessing DS doesn't yet. Got plans for that to be supported eventually? Use DialogueManager.ConversationHasValidEntry() . There are two versions. On...
- Mon Feb 13, 2017 10:54 pm
- Forum: Dialogue System for Unity
- Topic: Starting conversations without using components
- Replies: 8
- Views: 1754
Re: Starting conversations without using components
Thanks for that reply. We're planning on using one DB, or (if it's a supported thing) merging in modded DBs (I'm not entirely sure how we're going to do that yet. We may just output everything to ChatMapper json and load it in, letting mod authors just mess around with json to add dialogue). The sho...
- Mon Feb 13, 2017 6:45 pm
- Forum: Dialogue System for Unity
- Topic: Starting conversations without using components
- Replies: 8
- Views: 1754
Starting conversations without using components
Hey there, So I'm in a position where using the built in conversation trigger components is undesirable. 1) Each NPC can have potentially hundreds of conversations, and having hundreds of different trigger components attached sounds like bad juju. 2) There are other ways a player can interact with a...