Twine import bug
Twine import bug
Hey there,
I'm getting some weird behavior when trying to import a dialogue from twine. For whatever reason my links are becoming extra dialogue?
Is the result from the output of the twine JSON which is
https://drive.google.com/file/d/1wppWn5 ... sp=sharing
I'd really appreciate any and all advise on how to format my twine correctly or my import so that I can have the proper conversation importing!
I'm getting some weird behavior when trying to import a dialogue from twine. For whatever reason my links are becoming extra dialogue?
Is the result from the output of the twine JSON which is
https://drive.google.com/file/d/1wppWn5 ... sp=sharing
I'd really appreciate any and all advise on how to format my twine correctly or my import so that I can have the proper conversation importing!
Re: Twine import bug
Hi,
You don't need the player nodes. Try formatting your Twine story like this:
It will generate Twison JSON like this:
And a Dialogue System conversation like this:
You don't need the player nodes. Try formatting your Twine story like this:
It will generate Twison JSON like this:
Spoiler
Code: Select all
{
"passages": [
{
"text": "NPC: Hello This is a Dialogue\n[[Okay]]\n[[Exit]]",
"links": [
{
"name": "Okay",
"link": "Okay",
"pid": "2"
},
{
"name": "Exit",
"link": "Exit",
"pid": "3"
}
],
"name": "Start",
"pid": "1",
"position": {
"x": "860",
"y": "383.5"
}
},
{
"text": "After player clicks Okay",
"name": "Okay",
"pid": "2",
"position": {
"x": "785",
"y": "533.5"
}
},
{
"text": "After player clicks Exit",
"name": "Exit",
"pid": "3",
"position": {
"x": "935",
"y": "533.5"
}
}
],
"name": "Responses",
"startnode": "1",
"creator": "Twine",
"creator-version": "2.3.14",
"ifid": "04B7E898-C24B-4E9C-93A6-D2C1CE2167E3"
}
Re: Twine import bug
Hey Tony,
is there at all a way for the Okay and Exit on yours to have scripted values? Because right now I'm not seeing a way to add that to the player responses such that the response will have a script on it rather than the node that the response leads to?
is there at all a way for the Okay and Exit on yours to have scripted values? Because right now I'm not seeing a way to add that to the player responses such that the response will have a script on it rather than the node that the response leads to?
Re: Twine import bug
If you put the scripted values on the destination node (e.g., "After player clicks Okay"), they'll play as soon as the player clicks Okay.
The exception is if you've ticked the Dialogue Manager's Subtitle Settings > Show PC Subtitle During Line and UNticked Skip PC Subtitle After Response Menu. In this case, you can link to a player node that runs the script and immediately continues. Add a Script: block with the Lua code you want to run, and add a Sequence: block containing just "Continue()" (without quotes).
The exception is if you've ticked the Dialogue Manager's Subtitle Settings > Show PC Subtitle During Line and UNticked Skip PC Subtitle After Response Menu. In this case, you can link to a player node that runs the script and immediately continues. Add a Script: block with the Lua code you want to run, and add a Sequence: block containing just "Continue()" (without quotes).
Re: Twine import bug
Hey Tony,
I really need the script to be ON the "Okay" response such as:
this is because the response in my conversations such that it could say for example:
Where the script would embed that bottom "Action" "Each player must discard" onto the button for the game's functionality to work properly.
I really need the script to be ON the "Okay" response such as:
this is because the response in my conversations such that it could say for example:
Where the script would embed that bottom "Action" "Each player must discard" onto the button for the game's functionality to work properly.
Re: Twine import bug
Got it. I'll make that addition and try to post a patch here by the end of tomorrow (or sooner if possible).
Re: Twine import bug
Hey Tony,
Thank you so much, that sounds wonderful!
Thank you so much, that sounds wonderful!
Re: Twine import bug
Hi,
Please try this patch:
DS_TwineImportPatch_2021-08-04.unitypackage
If a link connects to a node whose text is exactly the same as the link in Twine, then in the Dialogue System they'll be treated as the same node instead of duplicating.
Please try this patch:
DS_TwineImportPatch_2021-08-04.unitypackage
If a link connects to a node whose text is exactly the same as the link in Twine, then in the Dialogue System they'll be treated as the same node instead of duplicating.
Re: Twine import bug
Hey Tony,
This worked perfectly, thank you so much!
This worked perfectly, thank you so much!
Re: Twine import bug
Glad to help! Thanks for the suggestion.