Search found 4 matches
- Wed Nov 29, 2017 10:19 am
- Forum: Dialogue System for Unity
- Topic: Dialogue links broken on CSV export/import
- Replies: 3
- Views: 505
Re: Dialogue links broken on CSV export/import
Problem solved - there was an empty conversation that only contained the start node and the ids in that conversation were invalid. I have no idea how that happened, but removing the conversation fixed it. And yes, there was an error message that I completely missed the first couple of times. :oops: ...
- Wed Nov 29, 2017 7:57 am
- Forum: Dialogue System for Unity
- Topic: Dialogue links broken on CSV export/import
- Replies: 3
- Views: 505
Dialogue links broken on CSV export/import
I'm working on localization support and trying to export our database into a sheet usable by a translator, but the CSV converter doesn't seem to work for me. This is what I tried: - Export Database, CSV format, all boxes ticked (I've also tried exporting only conversations) -> test.csv - Open CSV Co...
- Wed Feb 15, 2017 10:36 am
- Forum: Dialogue System for Unity
- Topic: A couple of Lua bugs and a suggestion
- Replies: 3
- Views: 458
Re: A couple of Lua bugs and a suggestion
Basically I added a new UnityEvent<string, int> to DialogueSystemEvents, unregistered the existing SetQuestEntryState() and registered a replacement that takes the appropriate arguments and invokes the event.
Passing a struct would also be completely fine.
Passing a struct would also be completely fine.
- Wed Feb 15, 2017 3:43 am
- Forum: Dialogue System for Unity
- Topic: A couple of Lua bugs and a suggestion
- Replies: 3
- Views: 458
A couple of Lua bugs and a suggestion
I bumped into some oddities while hooking up some game features into the built-in Lua interpreter: local foo = 4 for i = foo, 1, -1 do ... end print(foo) ...prints 0. If you assign foo to some other variable before the loop, that variable gets modified too. You can work around this by forcing the in...