In my game I would like to try hide the triggers if some conditions are not fulfilled. I created a gameobject with a "Condition Observer", where I added three Lua Commands and one Action Command
So I tried this, but I was getting the 'Invoke function call on non function value.' and I taught that maybe I'm doing something wrong, so I used the Lua Console.
In my Hierarchy I have a game Object called Test and the command I used in the console is
SetActive() is a sequencer command. Use it in a Sequence Trigger or the Sequence field of a dialogue entry node, Condition Observer, etc.
There is a reason why the Dialogue System has two different types of commands. If you're curious, this is the reason:
Lua commands generally work with the Dialogue System's internal data, such as variables and quest states. Third party editors such as Chat Mapper and articy:draft allow you express logic in Lua. (In articy:draft, the code is in articy:expresso, but the Dialogue System automatically converts it to Lua.) So the Dialogue System needs to support Lua for these purposes.
Sequencer commands generally change things in the Unity scene, such as activating GameObjects or playing animations. Since third party editors work outside of Unity, they don't have a concept of changing things in Unity. Text-based sequencer commands let you specify in third party editors (and in the Dialogue Editor window of course) how to change things in the Unity scene.