Hello tony
How do i setup so with my invector player, i have created a variable when that is true the player should play a specific animation from the vtrigger?
If false then an audio play saying key is needed`?
Invector integration
Re: Invector integration
You can configure the vTrigger to use two Dialogue System Triggers.
In the first Dialogue System Trigger, set the Conditions to require that the variable is true. Set the Actions > OnExecute() UnityEvent or Actions > Play Sequence to play the animation.
In the second Dialogue System Trigger, set the Conditions to require that the variable is false. Set the Actions > ... to play the audio. You may also want to give a visual indication, such as an animation or conversation text, for players who have their sound turned off.
In the first Dialogue System Trigger, set the Conditions to require that the variable is true. Set the Actions > OnExecute() UnityEvent or Actions > Play Sequence to play the animation.
In the second Dialogue System Trigger, set the Conditions to require that the variable is false. Set the Actions > ... to play the audio. You may also want to give a visual indication, such as an animation or conversation text, for players who have their sound turned off.
Re: Invector integration
Thank you Tony
This is awesome.
I simply love that your asset provide so many ways to do the same thing.
On your Lua drop-downs I can basiclly pick what I need.
On each node in the inspector on the bottom there is option to use Unity events which I is so well thought, I can run my public methods on conversations end her
This is awesome.
I simply love that your asset provide so many ways to do the same thing.
On your Lua drop-downs I can basiclly pick what I need.
On each node in the inspector on the bottom there is option to use Unity events which I is so well thought, I can run my public methods on conversations end her