Integration with NeoFPS

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nickg84
Posts: 14
Joined: Mon Sep 13, 2021 1:52 pm

Integration with NeoFPS

Post by nickg84 »

Hi,

Just curious if there have been any plans to integrate Dialogue and Quest Machine with NeoFPS? Mainly, Neo uses it's own save system, and I'd love to integrate that with the Pixel Crushers save system.

I asked on their Discord and got the below response, but unfortunately this is probably too intense for my experience level - I use Playmkaker.

"If they can save out their data to a class that neo can serialise (eg a JSON string) then it would be relatively trivial to then include that in one of neo's save files.

It would likely require some scripting though."
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Tony Li
Posts: 22904
Joined: Thu Jul 18, 2013 1:27 pm

Re: Integration with NeoFPS

Post by Tony Li »

Hi,

There's no official integration, but Chris is absolutely right. It only takes one line of code to provide that serialized JSON string to Neo on save and one line to restore it. Please see this post.

During conversations, you can use a Dialogue System Events component on your Neo player to disable player and camera controls. See 07:00 of the Interaction Tutorial for steps. It doesn't require any scripting.

You may also want to expose some Neo functionality to the Dialogue System, such as giving or taking away items, or adjusting the player's health. You can register the Neo functions with Lua to do that. Then you can use those function in dialogue entries' Conditions and Script fields.
nickg84
Posts: 14
Joined: Mon Sep 13, 2021 1:52 pm

Re: Integration with NeoFPS

Post by nickg84 »

Great, thanks for the quick reply and helpful tips! I'll start diving into all of this, seems pretty straightforward.
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Tony Li
Posts: 22904
Joined: Thu Jul 18, 2013 1:27 pm

Re: Integration with NeoFPS

Post by Tony Li »

If you have any questions, let me know. There are also some general tips here: General Integration Tips
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