Search found 50 matches

by chud575
Wed May 24, 2017 12:10 pm
Forum: Dialogue System for Unity
Topic: Display name when condition is met
Replies: 1
Views: 303

Display name when condition is met

Howdy,

Is there a way to keep the name of the conversant hidden until a condition is met? (You know, like asking "What's your name?")
by chud575
Mon May 22, 2017 10:09 am
Forum: Dialogue System for Unity
Topic: ORK and Two EventSystems
Replies: 14
Views: 2093

Re: ORK and Two EventSystems

Hi Tony, OK well after some testing, I'm back to this same problem. I keep trying to reproduce it stably but basically, in your test scene, it requires some combination of: 1. Disabling the existing eventsystem (so that two arent present) 2. Switching ORK to Unity UI from Legacy 3. Updating the GUI ...
by chud575
Wed May 17, 2017 3:55 pm
Forum: Dialogue System for Unity
Topic: Can you undo 'delete conversation'?
Replies: 4
Views: 722

Re: Can you undo 'delete conversation'?

okay this is really weird - I tried to delete another convo and did in fact get the pop up. I wonder why or how this could've happened. Alright i'll let you know if it happens again
by chud575
Wed May 17, 2017 1:28 pm
Forum: Dialogue System for Unity
Topic: Can you undo 'delete conversation'?
Replies: 4
Views: 722

Can you undo 'delete conversation'?

Hi Tony,

OMG I just accidentally deleted a convo I spent hours working on with no backup. Can this be undone? If not - for gods sake - put in a confirmation screen!
by chud575
Tue May 16, 2017 2:52 pm
Forum: Dialogue System for Unity
Topic: Barking from a sequence
Replies: 6
Views: 3622

Re: Barking from a sequence

Ok so this is why that was happening:
I created my own bark ui, and removed the name text field, but left "include name" ticked.

Got the Lua code working. Thanks Tony.
by chud575
Tue May 16, 2017 11:51 am
Forum: Dialogue System for Unity
Topic: Barking from a sequence
Replies: 6
Views: 3622

Re: Barking from a sequence

Just your basic run of the mill Unity UI Bark.

Is the Lua code already implemented or do I need to write my own function?
by chud575
Tue May 16, 2017 8:52 am
Forum: Dialogue System for Unity
Topic: Barking from a sequence
Replies: 6
Views: 3622

Re: Barking from a sequence

Ok, 1 tiny bug I need help with: Sequence Command: Bark(string barkText, subject, null) Source: namespace PixelCrushers.DialogueSystem.SequencerCommands { public class SequencerCommandBark : SequencerCommand { // Use this for initialization void Start() { string barkString = GetParameter(0); Transfo...
by chud575
Tue May 16, 2017 8:17 am
Forum: Dialogue System for Unity
Topic: Barking from a sequence
Replies: 6
Views: 3622

Barking from a sequence

Can you do the following?

1. Bark from a sequence command
2. Set custom bark text from #1 (instead of using a conversation)

If not, how would I go about implementing such a feature? Lua?
EDIT - I found the template, giving this a go now
by chud575
Mon May 15, 2017 5:25 pm
Forum: Dialogue System for Unity
Topic: ORK and Two EventSystems
Replies: 14
Views: 2093

Re: ORK and Two EventSystems

Thanks! I'll let you know what I find. I plan to use all the defaults from ORK. If you're doing anything custom with the ORK EventSystem or anything like that, please let me know. after some more extensive testing (aka starting from scratch) I believe something in my original project went corrupt. ...
by chud575
Mon May 15, 2017 1:56 pm
Forum: Dialogue System for Unity
Topic: Scripts/Alerts and Localization
Replies: 1
Views: 287

Scripts/Alerts and Localization

Howdy once more,

so I'm fiddling with your ORK integration and I noticed that you call an alert from the script field

Code: Select all

Variable["Alert"] = "Lost 10 gold, gained 50 faction.";
So my question is - how do hardcoded alerts like these work with localization?