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!
Search found 318 matches
- 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
- 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...
- 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.
- 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 ...
- 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.
So, every undeclared variable wouldn't have a 'type', I guess? Always 'nil' (null?) instead.
- 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...
- 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...
- 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.
And in the small number of cases that it has a duration, I'd just click the Back button again, no problem.
- 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...
- 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...