Search found 110 matches
- Wed Jun 02, 2021 4:18 pm
- Forum: Dialogue System for Unity
- Topic: Passing dynamic parameters to scene independent events/Custom Script functions
- Replies: 5
- Views: 809
Re: Passing dynamic parameters to scene independent events/Custom Script functions
Hey Tony, just came across this in a search and had a question... Is there a way to pass the actual GameObject (or a script) to a LUA Fuction? I plan on using a script to store configuration data (a list of places this NPC can travel to) in a script and pass that script to a LUA function for the UI ...
- Thu Mar 11, 2021 12:53 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
I got it working, and the solution was so silly I'm embarassed to even say...
I was working on the backup copy! (I've done that before by accident)
I was working on the backup copy! (I've done that before by accident)
- Wed Mar 10, 2021 8:44 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
ok, still not working. can you see anything wrong with this: (the IsPlayerQuestNodeState is a custom Lua function)
Code: Select all
QuesterHasQuest("MainLine1", "Player") == true and IsPlayerQuestNodeState("MainLine1", "guardJohan", "True") ~= true
- Wed Mar 10, 2021 8:26 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
I don't think I have two, but I think QuesterHasQuest() will be cleaner anyway. Do you have an example of that? I didn't see any in the api documentation
- Wed Mar 10, 2021 6:52 pm
- Forum: Quest Machine
- Topic: Assigning quest with Dialogue Manager
- Replies: 22
- Views: 3977
Re: Assigning quest with Dialogue Manager
Hey Tony, I've run into a strange issue. I have a line of dialogue that shouldn't display if the player doesn't have the quest (using HasQuest("MainLine1") == true ) in dialogue manager, but the bit of dialog is still showing up. I feel like it works in other locations, but I can't figure ...
- Thu Feb 25, 2021 4:40 pm
- Forum: Dialogue System for Unity
- Topic: Procedural characters?
- Replies: 11
- Views: 1614
Re: Procedural characters?
Hey Tony, your code worked great after a bit of a tweak - had to add the Title to get the conversation to work. Posting my code for posterity... void SetRandomConversation() { List<PixelCrushers.DialogueSystem.Conversation> conversations = DialogueManager.masterDatabase.conversations.FindAll(x => x....
- Wed Feb 24, 2021 8:14 pm
- Forum: Dialogue System for Unity
- Topic: Procedural characters?
- Replies: 11
- Views: 1614
Re: Procedural characters?
perfect. thanks!
- Wed Feb 24, 2021 7:41 pm
- Forum: Dialogue System for Unity
- Topic: Procedural characters?
- Replies: 11
- Views: 1614
Re: Procedural characters?
perfect. Option 2 is what I was looking for.
I was going to tie this into the saver system, so is there a way to save that conversation?
I was going to tie this into the saver system, so is there a way to save that conversation?
- Wed Feb 24, 2021 7:24 pm
- Forum: Dialogue System for Unity
- Topic: Procedural characters?
- Replies: 11
- Views: 1614
Re: Procedural characters?
Hi Tony, I've turned my attention back to this, and am wondering if there is a way to randomly assign conversations. I'm thinking of getting all conversations within a folder (town/type/character) into a list, and then choosing from that list to assign it to a character. is there a method for doing ...
- Tue Feb 23, 2021 2:00 pm
- Forum: Quest Machine
- Topic: Type Load Exception when adding Journal text
- Replies: 3
- Views: 614
Re: Type Load Exception when adding Journal text
works perfectly!
on an unrelated note, is there a way to trigger a Dialogue system conversation from script?
on an unrelated note, is there a way to trigger a Dialogue system conversation from script?