Announcements, support questions, and discussion for the Dialogue System.
atiaen
Posts: 2 Joined: Sat Apr 25, 2020 2:47 pm
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by atiaen » Sat Apr 25, 2020 3:17 pm
Okay so not sure if this has been addressed before but i modified the example menu framework for legacy dialogue system and ufps so rather than having
you have
Code: Select all
Time.timeScale = open ? 0.000011111f : 1f;
this is because i have some animations that need to be running cause if Time.timeScale is set to zero the animations don't work but with this fix i have another issue when i use the slomo powerup and then i try to pause the game with the example main menu framework the condition doesn't work anymore not sure why.
Tony Li
Posts: 22054 Joined: Thu Jul 18, 2013 1:27 pm
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by Tony Li » Sat Apr 25, 2020 7:41 pm
Hi,
What do you mean by legacy Dialogue System?
To make your animations work while Time.timeScale==0, set your Animators' Update Mode dropdowns to Unscaled Time.
To handle UFPS's slomo powerup, set vp_TimeUtility.Paused to true when the menu opens. Set it back to false when the menu closes.
atiaen
Posts: 2 Joined: Sat Apr 25, 2020 2:47 pm
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by atiaen » Sun Apr 26, 2020 8:35 am
Thank you so much for the feedback loving your assets so far and i mean legacy dialogue system as in 1.x well that's what i saw on the website anyways
Also both solutions worked great thank you very much again
Tony Li
Posts: 22054 Joined: Thu Jul 18, 2013 1:27 pm
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by Tony Li » Sun Apr 26, 2020 10:48 am
Hi,
Thanks!
Check the _README.txt file in the Dialogue System's folder. You're probably using 2.x but just accidentally looking at the old 1.x web page.