Search found 8 matches

by delgelato
Wed Aug 15, 2018 6:56 am
Forum: Dialogue System for Unity
Topic: When answer is wrong/right , Destroy platform
Replies: 3
Views: 570

Re: When answer is wrong/right , Destroy platform

If you trigger the conversation with DialogueSystemTrigger(DST), and your gameObject is already on the scene, then you can add another DST and set the Trigger to OnConversationEnd to disable the gameobject. Maybe each question is a quest or it sets a variable (set a variable by setting the "Scr...
by delgelato
Mon Aug 13, 2018 12:36 pm
Forum: Dialogue System for Unity
Topic: Multiplayer Team Quest
Replies: 4
Views: 802

Re: Multiplayer Team Quest

Alright, I think I get the hang of what's read only and the Lua version that's dynamic. Regarding the orc killed. I have my own method when a monster is killed. Currently I'm thinking of having a variable for every [monster]Killed, [monster]KilledBy. But then again, since I'm not using DS's ItemDB (...
by delgelato
Mon Aug 13, 2018 8:09 am
Forum: Dialogue System for Unity
Topic: Multiplayer Team Quest
Replies: 4
Views: 802

Re: Multiplayer Team Quest

Ok an update. I found that there's .items and .actor fields from DialogueManager.masterDatabase, which is used in the dropdown things used by QuestPicker. So I think I'll manage with that. But what is masterDatabase? Is it different than initialDatabase that's set in DialogueSystemController? What i...
by delgelato
Mon Aug 13, 2018 7:13 am
Forum: Dialogue System for Unity
Topic: Multiplayer Team Quest
Replies: 4
Views: 802

Multiplayer Team Quest

Hi, This should be the last major integration that I need to do. I'm currently working on it but got some dilemma here n there. So players can have team (using Photon Teams). Currently if there's a late joining player, and they just chose a team, they'll get a sync of all the quest marked "Team...
by delgelato
Sun Aug 12, 2018 7:38 am
Forum: Dialogue System for Unity
Topic: Proximity pick closest
Replies: 7
Views: 1123

Re: Proximity pick closest

Tony Li wrote: Sun Aug 12, 2018 7:10 am To run actions when the conversation ends, add another DialogueSystemTrigger set to OnConversationEnd.
Implying there can be multiple DST in an object. Was wondering about this and this is great news!
Ok, enough questions for now. Time to put them all together!

Cheers
by delgelato
Sun Aug 12, 2018 2:42 am
Forum: Dialogue System for Unity
Topic: Proximity pick closest
Replies: 7
Views: 1123

Re: Proximity pick closest

Since you're subclassing ProximitySelector, add a method called something like DeselectUsable: Did it a bit differently. "Just" the GetClosestUsable is done in Update, and only if it's different than the current Usable then it calls CheckTriggerExit on previous closest Usable. So I'm stil...
by delgelato
Sat Aug 11, 2018 1:23 pm
Forum: Dialogue System for Unity
Topic: Proximity pick closest
Replies: 7
Views: 1123

Re: Proximity pick closest

Ok so the Use the closest Usable is done, overrode the ProximitySelector to update which one's closest, and only call the OnDeselected stuff when the closest is changed. Haven't done the item pick up with Usable. Currently thinking of just, when Use(), call PickItem on the Item MonoBehavior and from...
by delgelato
Sat Aug 11, 2018 11:34 am
Forum: Dialogue System for Unity
Topic: Proximity pick closest
Replies: 7
Views: 1123

Proximity pick closest

Hi, I've had the DS for a while but only now starting to integrate. I'm hoping the package will be able to replace a lot of my own home-made system.. The main question for now is about the Proximity registering the last entered as the active Usable. In my system there's Interactable, that's what it'...