Hi Tony!
It's been quite a while!! I hope you are doing well!!
I got a new job recently as programmer for a new indy game... and I had them buy the Dialogue System because I already knew how to work with it and how easy it is to use
I setup pretty much everything so far, but got a question...
I am using your "Dialogue System Trigger" on an NPC, however I would like to change the trigger to use a combo of "on use" and "on trigger enter"...
Right now, if i set on trigger enter, it auto starts as soon as you get close..
And If i set "on use" then you need to have visible cursor and hover on the NPC itself to show "press (use) to talk"
I want to display the "press E to talk" overlay when the player gets in the trigger...
Is there an "easy" way to achieve this while still using your "dialogue trigger"?
Thank you for your time and have a nice day!!
-=HugoD HawkX=-
On Use but without mouse but with On Trigger Enter
Re: On Use but without mouse but with On Trigger Enter
Hi,
Would a Proximity Selector do what you want?
The Interaction Tutorial covers Proximity Selector at 04:00. In the video, I added a trigger collider to the player. But you can just as easy add a regular collider to the player and add the trigger to the NPC. As long as one has a trigger collider and the other has a regular collider, it doesn't matter which.
Would a Proximity Selector do what you want?
The Interaction Tutorial covers Proximity Selector at 04:00. In the video, I added a trigger collider to the player. But you can just as easy add a regular collider to the player and add the trigger to the NPC. As long as one has a trigger collider and the other has a regular collider, it doesn't matter which.
Re: On Use but without mouse but with On Trigger Enter
WOW you now have cute little video tutorials!!!
This is really awesome!! and will 100% do exactly what I need!
I will get our UI artist to update the visual prefab and will probably use it for some "barks" when there is not a huge/real conversations!
Thank you so much as always for solving everything so quickly!
I'll most likely be back in the next few months for something else... damn i still cannot believe how amazing you are
until then, take care!
-=HawkX=-
This is really awesome!! and will 100% do exactly what I need!
I will get our UI artist to update the visual prefab and will probably use it for some "barks" when there is not a huge/real conversations!
Thank you so much as always for solving everything so quickly!
I'll most likely be back in the next few months for something else... damn i still cannot believe how amazing you are
until then, take care!
-=HawkX=-
Re: On Use but without mouse but with On Trigger Enter
Glad to help!
Re: On Use but without mouse but with On Trigger Enter
Got kind of a followup question...
Anyway to disable the "Reticle In Range" and "out of range" without editing the scripts you made?
even with the mouse cursor "hidden", the cursor is "still there" and it shows up when the cursor is moved over the trigger collider...
Anyway to disable the "Reticle In Range" and "out of range" without editing the scripts you made?
even with the mouse cursor "hidden", the cursor is "still there" and it shows up when the cursor is moved over the trigger collider...
Re: On Use but without mouse but with On Trigger Enter
Hi,
Yes, just delete the UI elements.
Yes, just delete the UI elements.
Re: On Use but without mouse but with On Trigger Enter
MAN you are so insanely fast to answer!!
but... if i delete the 2 ui elements in the prefab, then the script "StandardUISelectorElements.cs" will have 2 invalid references?
I actually set the 2 ui elements scale to 0,0,0 and disabled the "image" component... and it worked
but... if i delete the 2 ui elements in the prefab, then the script "StandardUISelectorElements.cs" will have 2 invalid references?
I actually set the 2 ui elements scale to 0,0,0 and disabled the "image" component... and it worked
Re: On Use but without mouse but with On Trigger Enter
You can just unassigned those references in your UI prefab. The selector UI will only use them if they're assigned.