Search found 10 matches
- Mon Sep 10, 2018 12:20 pm
- Forum: Dialogue System for Unity
- Topic: LUA Console history question
- Replies: 1
- Views: 288
LUA Console history question
Is it possible to inject commands into the console's history? It would greatly speed up testing if I could put some commands in the history so I didn't have to type them in each time. I'm on the 1.x version, btw.
- Thu Sep 06, 2018 6:11 pm
- Forum: Dialogue System for Unity
- Topic: Bug in math.random?
- Replies: 3
- Views: 653
Bug in math.random?
math.random(7) seems to be returning values from 0 to 7 (should return from 1-7). Is this a known bug?
I'm on version 1.7.7.2.
I'm on version 1.7.7.2.
- Wed Aug 15, 2018 4:42 pm
- Forum: Dialogue System for Unity
- Topic: Evaluation bug?
- Replies: 4
- Views: 646
Re: Evaluation bug?
2017.3.1f1
- Wed Aug 15, 2018 10:48 am
- Forum: Dialogue System for Unity
- Topic: Evaluation bug?
- Replies: 4
- Views: 646
Re: Evaluation bug?
Thanks for the quick response. I'm probably going to stick with 1.x series, but I'm sure I can find a workaround.
- Wed Aug 15, 2018 9:14 am
- Forum: Dialogue System for Unity
- Topic: Evaluation bug?
- Replies: 4
- Views: 646
Evaluation bug?
I'm seeing what looks like a condition evaluation bug. A simple example: False() and True() Where False() and True() are defined in my Unity script as: public bool True() { Debug.Log("This returns true."); return true; } public bool False() { Debug.Log("This returns false."); ret...
- Mon Aug 22, 2016 6:39 pm
- Forum: Dialogue System for Unity
- Topic: NPC Continue Button always shows
- Replies: 3
- Views: 842
Re: NPC Continue Button always shows
No, just the one. There is also the template response button, but that is set correctly in the inspector and is shown correctly. Those are the only two buttons that are in the Unity UI Dialogue hierarchy. It's difficult to create an example scene since the UI is integrated with the rest of the proje...
- Wed Aug 17, 2016 7:04 pm
- Forum: Dialogue System for Unity
- Topic: NPC Continue Button always shows
- Replies: 3
- Views: 842
NPC Continue Button always shows
The NPC continue button always shows in my dialogs, whether or not the NPC has anything more to say. I have "Continue Button" set to "Not Before Response Menu" and it is (I believe) correctly linked in the NPC Subtitle setup part of the component. It does work as a continue butto...
- Wed Aug 17, 2016 5:29 pm
- Forum: Dialogue System for Unity
- Topic: Linking to conversation?
- Replies: 4
- Views: 1288
Re: Linking to conversation?
That seems to have fixed it, thanks!
- Fri Aug 12, 2016 12:02 am
- Forum: Dialogue System for Unity
- Topic: Linking to conversation?
- Replies: 4
- Views: 1288
Re: Linking to conversation?
So I tried checking "group" on Conversation #2 in the Dialogue Database editor and that seemed to make the link work without the blank menu item. But I couldn't see how to tell ChatMapper that the conversation start node is a group. Also, checking the root node to Group causes that node to...
- Thu Aug 11, 2016 2:42 pm
- Forum: Dialogue System for Unity
- Topic: Linking to conversation?
- Replies: 4
- Views: 1288
Linking to conversation?
I'm using ChatMapper to create my conversation database. I have a dialog node in Conversation 1 that links to another conversation (Conversation 2). In the game, when I hit that node, the Dialogue system shows a blank menu entry that the player has to click on before starting Conversation 2. Is ther...