[Solved] Include Invalid Settings
[Solved] Include Invalid Settings
Hi,
It is possible to switch the Include Invalid Settings (It is inside the Dialogue Manager -> Dialogue System Controller -> Display Settings -> Input settings) boolean in a specific moment of a dialogue while the game is in "play mode"?
Thanks!
It is possible to switch the Include Invalid Settings (It is inside the Dialogue Manager -> Dialogue System Controller -> Display Settings -> Input settings) boolean in a specific moment of a dialogue while the game is in "play mode"?
Thanks!
Last edited by Japtor on Sun Dec 09, 2018 11:13 am, edited 3 times in total.
Re: Include Invalid Settings
Hi,
Not in the current version. You can change it before a conversation starts:
But you can't change it in the middle of a conversation because the conversation's ConversationModel caches the value when the conversation starts. Do you need to change it in the middle of the conversation? If so, I could expose a property to change the cached value.
Not in the current version. You can change it before a conversation starts:
Code: Select all
DialogueManager.displaySettings.inputSettings.includeInvalidEntries = newValue;
Re: Include Invalid Settings
Hi,
Not necessary,
At least for now. Maybe in the future, I will ask again. But with this is enough.
Thanks for your answer!
Not necessary,
At least for now. Maybe in the future, I will ask again. But with this is enough.
Thanks for your answer!
Re: Include Invalid Settings
Hi,
I was thinking a little bit more about this "problem", and I reached a conclusion.
I think I will need it to expose it in the middle of the conversation.
Could you create the property you were talking before, please? It will affect in some way the performance if we change it in the middle of the dialogue?
Sorry for the inconvenience.
Thanks,
Javier.
I was thinking a little bit more about this "problem", and I reached a conclusion.
I think I will need it to expose it in the middle of the conversation.
Could you create the property you were talking before, please? It will affect in some way the performance if we change it in the middle of the dialogue?
Sorry for the inconvenience.
Thanks,
Javier.
Re: Include Invalid Settings
Hi,
It won't affect performance. I'll post a patch tomorrow.
It won't affect performance. I'll post a patch tomorrow.
Re: Include Invalid Settings
Hi,
Thank you!
Let me know when the patch is available and, if you can, an example to switch the new "Include Invalid Settings" in the middle of the dialogue.
Thank you!
Let me know when the patch is available and, if you can, an example to switch the new "Include Invalid Settings" in the middle of the dialogue.
Re: Include Invalid Settings
Hi,
Here's the patch:
DS2_ModelPatch_20181209.unitypackage
To use it:
This change only applies to the current conversation. You don't have to set it back at the end of the conversation.
Here's the patch:
DS2_ModelPatch_20181209.unitypackage
To use it:
Code: Select all
DialogueManager.conversationModel.includeInvalidEntries = true;
Re: Include Invalid Settings
Hi,
So, I guess I have to create a Lua function which has the code you posted before and then make a call to it inside the desired dialogue node, right?
So, I guess I have to create a Lua function which has the code you posted before and then make a call to it inside the desired dialogue node, right?
Re: Include Invalid Settings
Yes, or a sequencer command, or use the SendMessage() sequencer command somehow.
Re: Include Invalid Settings
Hi,
Works really well.
Thank you so much for the patch!
Works really well.
Thank you so much for the patch!