Search found 111 matches
- Mon Dec 21, 2020 3:59 pm
- Forum: Dialogue System for Unity
- Topic: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
- Replies: 17
- Views: 1378
Re: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Do you need AC and DS to all have the exact same variables for synching to work smoothly, or can one system have some that the other doesn't?
- Sun Dec 20, 2020 12:02 am
- Forum: Dialogue System for Unity
- Topic: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
- Replies: 17
- Views: 1378
Re: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Got it! Thank you so much, I'll report what I find on Monday!
Merry Christmas, Tony!
Merry Christmas, Tony!
- Sat Dec 19, 2020 5:09 pm
- Forum: Dialogue System for Unity
- Topic: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
- Replies: 17
- Views: 1378
Re: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Nope. Still a dead loop.
I guess I can't configure my save process to call the Adventure Creator Bridge component's SyncLuaToAdventureCreator() method just before saving, or at any other time.![Embarrassed :oops:](./images/smilies/icon_redface.gif)
I guess I can't configure my save process to call the Adventure Creator Bridge component's SyncLuaToAdventureCreator() method just before saving, or at any other time.
![Embarrassed :oops:](./images/smilies/icon_redface.gif)
- Sat Dec 19, 2020 5:00 pm
- Forum: Dialogue System for Unity
- Topic: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
- Replies: 17
- Views: 1378
Re: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Gaaah! I applied to to my loading routine!... just before saving?
Let me try that again!
- Sat Dec 19, 2020 4:58 pm
- Forum: Dialogue System for Unity
- Topic: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
- Replies: 17
- Views: 1378
Re: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Please temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. Then reproduce the issue. The Dialogue System will log every entry that it goes through, including every Sequence that it plays. This may give you some insight into what's going on under the hood. I added a partial ...
- Fri Dec 18, 2020 1:41 am
- Forum: Dialogue System for Unity
- Topic: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
- Replies: 17
- Views: 1378
Re: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Both saves skip straight to entry 7? Even though you didn't save while it the conversation was on entry 7? Exactly! Maybe your variable check is causing the load game actionlist to jump past the action that fades out the pause menu. What if you configure your load game actionlist to always run the ...
- Thu Dec 17, 2020 7:55 pm
- Forum: Dialogue System for Unity
- Topic: Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
- Replies: 17
- Views: 1378
Loaded Conversation Displays Wrong Entry if the Former Game State had a Conversation Running
Season's Greetings, everyone! (This project uses Dialogue System for Unity and Adventure Creator, the versions are in my signature) So, I have two game saves. One is at the start of the conversation, the other is a couple of entries in. If I load either of them when no conversations are active, they...
- Tue Nov 17, 2020 12:41 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue Panel Vanishes When Conversation Save with an open Inventory is Loaded
- Replies: 3
- Views: 343
Re: Dialogue Panel Vanishes When Conversation Save with an open Inventory is Loaded
1. Open the Dialogue Editor and inspect the conversation. Is a node (the current node) highlighted in green? 2. Inspect the dialogue UI. (It will probably be a child GameObject of the Dialogue Manager's Canvas.) Open an Animator window, and inspect the Dialogue Panel and the NPC Subtitle Panel. Are...
- Mon Nov 16, 2020 9:11 pm
- Forum: Dialogue System for Unity
- Topic: Dialogue Panel Vanishes When Conversation Save with an open Inventory is Loaded
- Replies: 3
- Views: 343
Dialogue Panel Vanishes When Conversation Save with an open Inventory is Loaded
Hi, everyone! So everything was humming along nicely when I spotted that if you saved a conversation with an inventory menu open like this: https://www.mediafire.com/view/f9ckl511f8v409h/InventoryOverConvoNormal.png/file If you loaded it, the conversation panel behind the menu vanishes, like this: h...
- Tue Nov 10, 2020 8:21 pm
- Forum: Dialogue System for Unity
- Topic: [Solved!] How to find out if a conversation is running via C# script.
- Replies: 3
- Views: 384
Re: [Solved!] How to find out if a conversation is running via C# script.
Oooohhh, DialogueManager! Of course!
That did it! My Scene Menu is saved!
Thanks again, SuperTony!
That did it! My Scene Menu is saved!
Thanks again, SuperTony!