Hey Tony, I'm trying to subscribe to an event that will tell me when the level load is complete. (I'm using the load fade-in and am trying to time it right.)
I thought it was SaveSystem.sceneLoadedm but I'm getting an error
Search found 110 matches
- Fri Aug 14, 2020 2:12 pm
- Forum: Dialogue System for Unity
- Topic: subscribing to SaveSystem.sceneLoaded
- Replies: 3
- Views: 420
- Fri Jul 17, 2020 3:09 pm
- Forum: Dialogue System for Unity
- Topic: integrating save system with SECTR
- Replies: 6
- Views: 565
Re: integrating save system with SECTR
thanks Tony! I'll give that a try
- Fri Jul 17, 2020 10:53 am
- Forum: Dialogue System for Unity
- Topic: integrating save system with SECTR
- Replies: 6
- Views: 565
Re: integrating save system with SECTR
thanks Tony,
would I also apply SaveSystem.ApplySavedGameData() on a scene load? or is there another method for that?
would I also apply SaveSystem.ApplySavedGameData() on a scene load? or is there another method for that?
- Thu Jul 16, 2020 7:38 pm
- Forum: Dialogue System for Unity
- Topic: integrating save system with SECTR
- Replies: 6
- Views: 565
integrating save system with SECTR
Hey Tony, I've set up SECTR on my outdoor scenes and have been using the save system in the Dialogue System to handle loading and saving. Problem is that when I load a scene or load a save, the save system sets the player into the spawnpoint before the sectr loads. how do I integrate the two so I th...
- Wed May 20, 2020 11:10 am
- Forum: Dialogue System for Unity
- Topic: Procedural characters?
- Replies: 11
- Views: 1614
Re: Procedural characters?
I think this is exactly what I was hoping for.
So you can randomize some of the words in a conversant text, but can you pull entire conversation trees from somewhere to build a random Dialog Actor or does the Dialog Actor have to be already written?
So you can randomize some of the words in a conversant text, but can you pull entire conversation trees from somewhere to build a random Dialog Actor or does the Dialog Actor have to be already written?
- Tue May 19, 2020 9:35 pm
- Forum: Dialogue System for Unity
- Topic: Procedural characters?
- Replies: 11
- Views: 1614
Procedural characters?
I was just looking at quest machine and saw that it has procedural quests (which I will be checking out), but I wondered if Dialogue System had a way to create procedural NPCs (to talk and give out those quests) I am planning a pretty big game world, and I think I'm going to have to fill it with ran...
- Mon May 04, 2020 11:54 am
- Forum: Dialogue System for Unity
- Topic: Get count of saves
- Replies: 1
- Views: 204
Get count of saves
Hey Tony,
is there a way to get the count of how many saves (or save slots) are in use? I looked in PixelCrushers.SaveSystem, but couldn't find a method for it.
is there a way to get the count of how many saves (or save slots) are in use? I looked in PixelCrushers.SaveSystem, but couldn't find a method for it.
- Mon Mar 23, 2020 1:18 pm
- Forum: Dialogue System for Unity
- Topic: organizing for large projects
- Replies: 9
- Views: 1054
Re: organizing for large projects
Now it works! Thanks Tony!
Good tip about the actor name. I'm wondering if I'll have troubles later on with a giant actor name list. We'll see!
Good tip about the actor name. I'm wondering if I'll have troubles later on with a giant actor name list. We'll see!
- Mon Mar 23, 2020 12:43 pm
- Forum: Dialogue System for Unity
- Topic: organizing for large projects
- Replies: 9
- Views: 1054
Re: organizing for large projects
Mine doesn't look like that at all. it's still a flat list.
Maybe I'm putting the slash in the wrong place? I put it on the Actor name.
Maybe I'm putting the slash in the wrong place? I put it on the Actor name.
- Mon Mar 23, 2020 12:04 pm
- Forum: Dialogue System for Unity
- Topic: organizing for large projects
- Replies: 9
- Views: 1054
Re: organizing for large projects
Hey Tony,
is the slash folder trick supposed to put submenus in the conversation dropdown? Do you have a screenshot of how it would look? I can't seem to get it to work
is the slash folder trick supposed to put submenus in the conversation dropdown? Do you have a screenshot of how it would look? I can't seem to get it to work