Search found 318 matches

by Abelius
Mon Oct 21, 2024 12:29 pm
Forum: Dialogue System for Unity
Topic: Condition check throws error for not declared vars
Replies: 10
Views: 241

Re: Condition check throws error for not declared vars

Alright, then I'll make sure to call the method to reinit them after ApplySavedGameData(). It doesn't overwrite any values if found, so it should be safe.

Thanks for clarifying!
by Abelius
Mon Oct 21, 2024 11:08 am
Forum: Dialogue System for Unity
Topic: Condition check throws error for not declared vars
Replies: 10
Views: 241

Re: Condition check throws error for not declared vars

I mean, I'm picturing a scenario where I release a new game version with new variables, and the player loads an old save file. With the new variables already prefilled on the Variables tab, I know they will be 'added' to the Lua environment with their initial values because 'Initialize New Variables...
by Abelius
Mon Oct 21, 2024 9:04 am
Forum: Dialogue System for Unity
Topic: Condition check throws error for not declared vars
Replies: 10
Views: 241

Re: Condition check throws error for not declared vars

But does it do that for the variables added at runtime? Not just the ones prefilled on the Variables tab? Just to confirm.
by Abelius
Mon Oct 21, 2024 6:30 am
Forum: Dialogue System for Unity
Topic: Condition check throws error for not declared vars
Replies: 10
Views: 241

Re: Condition check throws error for not declared vars

Just a follow-up question... I've decided it's gonna be simpler to have a script that initializes all 'auxiliary' variables in my game when it starts. For that effect, I've created a table component, similar to the Variables tab, that has a method that goes through each item to Set all variables at ...
by Abelius
Sat Oct 19, 2024 3:53 pm
Forum: Dialogue System for Unity
Topic: Condition check throws error for not declared vars
Replies: 10
Views: 241

Re: Condition check throws error for not declared vars

Ah... nice trick.

So, every undeclared variable wouldn't have a 'type', I guess? Always 'nil' (null?) instead.
by Abelius
Sat Oct 19, 2024 10:56 am
Forum: Dialogue System for Unity
Topic: Condition check throws error for not declared vars
Replies: 10
Views: 241

Condition check throws error for not declared vars

I had this question in my head for some time... Please note my old version. I don't know if this changed, but in case it didn't, here's my little issue. I've observed that if I check the value of a non-yet-declared variable, DS throws an error and stops executing that entry, preventing the conversat...
by Abelius
Thu Feb 22, 2024 11:44 am
Forum: Dialogue System for Unity
Topic: Extras Backtrack script
Replies: 5
Views: 156

Re: Extras Backtrack script

I've just modified the thing a bit: while ((!destination.subtitle.speakerInfo.IsNPC || destination.subtitle.sequence. Contains("Continue();") ) && stack.Count > 0) Because I'm running more commands along Continue(). And this made me think that maybe I could use an alternative way t...
by Abelius
Thu Feb 22, 2024 9:19 am
Forum: Dialogue System for Unity
Topic: Extras Backtrack script
Replies: 5
Views: 156

Re: Extras Backtrack script

I think the vast majority of them are continued with a Continue(); command at the end of the sequence field.

And in the small number of cases that it has a duration, I'd just click the Back button again, no problem.
by Abelius
Thu Feb 22, 2024 6:38 am
Forum: Dialogue System for Unity
Topic: Extras Backtrack script
Replies: 5
Views: 156

Extras Backtrack script

Hi there, I'm using the Backtracker script on the Extras page for debugging purposes (not actual gameplay), and I was wondering if it could be modified so it detects if the node is going to backtrack to will continue instantly and if that's the case, it also skips that one. I ask this because I have...
by Abelius
Fri Feb 09, 2024 11:54 am
Forum: Dialogue System for Unity
Topic: Getting speaker and listener game objects. Is this good?
Replies: 4
Views: 215

Re: Getting speaker and listener game objects. Is this good?

Great! It's working again with your code. The only reason for the namespace and why it inherited from SequencerCommand is because I ripped the thing from a current script I had, related to those. But yeah, this is much better and straightforward. I knew it was a good idea to check with you. :mrgreen...