Search found 312 matches
- Thu Feb 22, 2024 11:44 am
- Forum: Dialogue System for Unity
- Topic: Extras Backtrack script
- Replies: 5
- Views: 72
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: 72
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: 72
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: 69
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...
- Fri Feb 09, 2024 10:51 am
- Forum: Dialogue System for Unity
- Topic: Getting speaker and listener game objects. Is this good?
- Replies: 4
- Views: 69
Re: Getting speaker and listener game objects. Is this good?
I'm not sure what you mean. What I need is to get the GO of the speaker and the listener inside a PlayMaker FSM, not running a sequencer command. Do you mean those are already defined in another place? Can I get them running a LUA command from PlayMaker or something like that? Thanks. Ps.: BTW, the ...
- Thu Feb 08, 2024 1:44 pm
- Forum: Dialogue System for Unity
- Topic: Getting speaker and listener game objects. Is this good?
- Replies: 4
- Views: 69
Getting speaker and listener game objects. Is this good?
Hi there, I needed to get the game object associated with the current speaker and/or listener in an active convo, and after some research, including one of my old posts (deja vu feeling here), I've figured out a solution to use from a PlayMaker CallMethod action... Here's the code I've used: using S...
- Fri Dec 01, 2023 7:04 am
- Forum: Dialogue System for Unity
- Topic: Fixed time delay between dialogue entries
- Replies: 7
- Views: 3167
Re: Fixed time delay between dialogue entries
Yup, I just needed to add a line and some semicolons. All good. I also added a public float to change the waiting time on demand. I'll leave it here in case someone is interested. using System; using System.Collections; using UnityEngine; using PixelCrushers.DialogueSystem; public class CustomFinish...
- Thu Nov 30, 2023 1:17 pm
- Forum: Dialogue System for Unity
- Topic: Fixed time delay between dialogue entries
- Replies: 7
- Views: 3167
Re: Fixed time delay between dialogue entries
Thank you so much, Tony. I appreciate your time!
- Thu Nov 30, 2023 10:36 am
- Forum: Dialogue System for Unity
- Topic: Fixed time delay between dialogue entries
- Replies: 7
- Views: 3167
Re: Fixed time delay between dialogue entries
Hi Tony, thanks for the fast reply. This could work with player clicks and the "press Ctrl to skip" feature I have, yes, but what about entries with a Continue() command in the Sequence field? Will those call OnFastForward() as well, so the delay could be applied? The thing is, your plugin...
- Thu Nov 30, 2023 9:36 am
- Forum: Dialogue System for Unity
- Topic: Fixed time delay between dialogue entries
- Replies: 7
- Views: 3167
Fixed time delay between dialogue entries
I made a quick search and didn't find a relevant thread. I was wondering if there is a way to introduce an artificial delay between two dialogue entries. That is, making DS wait after the Continue() of the previous entry, before starting to execute the next one. Something like a given amount of time...