Ahh man i wish i can get before new year i working 12h a day on projectTony Li wrote:I'll try to make it available as soon as possible. I'm working as fast as I can on the next update.Demonith wrote:Well its 3.1.2 now u can make example today or tomorrowTony Li wrote:Yes, you can add an Animator component to the world space UI and animate it. I'll try to put an example of this in the updated RPG Kit Support package.
Question mark and Dialogue System
Re: Question mark and Dialogue System
Re: Question mark and Dialogue System
It's coming out later today!
Re: Question mark and Dialogue System
Bless u and happy holidays pm me when its done <3Tony Li wrote:It's coming out later today!
Re: Question mark and Dialogue System
Dialogue System: Did not find the specified icon '' on Overhead Icon UI
UnityEngine.Debug:LogWarning(Object, Object)
PixelCrushers.DialogueSystem.RPGKit.OverheadIconController:SetOverheadIcon(String) (at Assets/Dialogue System/Third Party Support/RPG Kit/Scripts/UI/OverheadIconController.cs:42)
PixelCrushers.DialogueSystem.RPGKit.RPGKitBridge:SetOverheadIcon(String, String) (at Assets/Dialogue System/Third Party Support/RPG Kit/Scripts/RPGKitBridge.cs:446)
System.Reflection.MethodBase:Invoke(Object, Object[])
Language.Lua.LuaMethodFunction:InvokeMethod(LuaValue[])
Language.Lua.FunctionCall:Evaluate(LuaValue, LuaTable)
Language.Lua.PrimaryExpr:Evaluate(LuaTable)
Language.Lua.ExprStmt:Execute(LuaTable, Boolean&)
Language.Lua.Chunk:Execute(Boolean&)
Language.Lua.Chunk:Execute()
Language.Lua.LuaInterpreter:Interpreter(String, LuaTable)
PixelCrushers.DialogueSystem.Lua:RunRaw(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:.ctor(DialogueDatabase, String, Transform, Transform, Boolean, IsDialogueEntryValidDelegate, Int32, Boolean)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation(String, Transform, Transform)
PixelCrushers.DialogueSystem.RPGKit.RPGKitConversationTrigger:Execute() (at Assets/Dialogue System/Third Party Support/RPG Kit/Scripts/RPGKitConversationTrigger.cs:20)
Unitycoding.DistanceTriggerHandler:OnMouseDown() (at Assets/Unitycoding/Shared/Scripts/Runtime/DistanceTriggerHandler.cs:48)
UnityEngine.Debug:LogWarning(Object, Object)
PixelCrushers.DialogueSystem.RPGKit.OverheadIconController:SetOverheadIcon(String) (at Assets/Dialogue System/Third Party Support/RPG Kit/Scripts/UI/OverheadIconController.cs:42)
PixelCrushers.DialogueSystem.RPGKit.RPGKitBridge:SetOverheadIcon(String, String) (at Assets/Dialogue System/Third Party Support/RPG Kit/Scripts/RPGKitBridge.cs:446)
System.Reflection.MethodBase:Invoke(Object, Object[])
Language.Lua.LuaMethodFunction:InvokeMethod(LuaValue[])
Language.Lua.FunctionCall:Evaluate(LuaValue, LuaTable)
Language.Lua.PrimaryExpr:Evaluate(LuaTable)
Language.Lua.ExprStmt:Execute(LuaTable, Boolean&)
Language.Lua.Chunk:Execute(Boolean&)
Language.Lua.Chunk:Execute()
Language.Lua.LuaInterpreter:Interpreter(String, LuaTable)
PixelCrushers.DialogueSystem.Lua:RunRaw(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:.ctor(DialogueDatabase, String, Transform, Transform, Boolean, IsDialogueEntryValidDelegate, Int32, Boolean)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation(String, Transform, Transform)
PixelCrushers.DialogueSystem.RPGKit.RPGKitConversationTrigger:Execute() (at Assets/Dialogue System/Third Party Support/RPG Kit/Scripts/RPGKitConversationTrigger.cs:20)
Unitycoding.DistanceTriggerHandler:OnMouseDown() (at Assets/Unitycoding/Shared/Scripts/Runtime/DistanceTriggerHandler.cs:48)
Re: Question mark and Dialogue System
I add the UI to my character but it shows both markers and when i click on it it removes it somehow it not working
Re: Question mark and Dialogue System
Hi,
When you set up your character, it's okay if it shows both markers. The Overhead Icon Controller component will hide all of them at runtime, except for the one that you've assigned to Starting Icon.
In your Script field, make sure to pass two string parameters (in double-quotes):
1. The name of your NPC GameObject, and
2. The name of the icon (e.g., "Question").
For example, if your NPC is named Gandalf, set the Script field to:
If that doesn't help, please post a few details of your NPC's setup. Thanks!
When you set up your character, it's okay if it shows both markers. The Overhead Icon Controller component will hide all of them at runtime, except for the one that you've assigned to Starting Icon.
In your Script field, make sure to pass two string parameters (in double-quotes):
1. The name of your NPC GameObject, and
2. The name of the icon (e.g., "Question").
For example, if your NPC is named Gandalf, set the Script field to:
Code: Select all
SetOverheadIcon("Gandalf", "Question")
Re: Question mark and Dialogue System
I add the prefab of Overhead UI the the NPC like thisTony Li wrote:Hi,
When you set up your character, it's okay if it shows both markers. The Overhead Icon Controller component will hide all of them at runtime, except for the one that you've assigned to Starting Icon.
In your Script field, make sure to pass two string parameters (in double-quotes):
1. The name of your NPC GameObject, and
2. The name of the icon (e.g., "Question").
For example, if your NPC is named Gandalf, set the Script field to:
If that doesn't help, please post a few details of your NPC's setup. Thanks!Code: Select all
SetOverheadIcon("Gandalf", "Question")
and then i setup what mark shell be first shown but there is no rotation too anyway in dialogue database i set on first to show question mark but it wont show
Re: Question mark and Dialogue System
Hi,
Change "Converser" to "The Gude":
Also, disable the Look At Main Camera component on the Overhead UI. It overrides the animation.
Change "Converser" to "The Gude":
Code: Select all
SetOverheadIcon("The Gude", "Question")
Re: Question mark and Dialogue System
Ok i imported clip to both markers now they rotate and then i rename in DB everything works but on first shows exclamation marker ?? not the question Mark when i open the guide then shows the question mark ?Tony Li wrote:Hi,
Change "Converser" to "The Gude":Also, disable the Look At Main Camera component on the Overhead UI. It overrides the animation.Code: Select all
SetOverheadIcon("The Gude", "Question")
Re: Question mark and Dialogue System
I'll look into this later today and reply back here.Demonith wrote:Ok i imported clip to both markers now they rotate and then i rename in DB everything works but on first shows exclamation marker ?? not the question Mark when i open the guide then shows the question mark ?Tony Li wrote:Hi,
Change "Converser" to "The Gude":Also, disable the Look At Main Camera component on the Overhead UI. It overrides the animation.Code: Select all
SetOverheadIcon("The Gude", "Question")