Announcements, support questions, and discussion for the Dialogue System.
claudius_I
Posts: 33 Joined: Tue Aug 08, 2017 4:06 pm
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by claudius_I » Thu Aug 10, 2017 5:13 pm
sorry for bothering
I want to know if is possible for are actor (isPlayer) have a conversation without choose a option (like 2 npcs dialogue) like visual novel (my game isn't VN).
I can do that when all actors are npc (but i have a problem wich the names) but maybe exist a better method.
thanks
Tony Li
Posts: 23272 Joined: Thu Jul 18, 2013 1:27 pm
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by Tony Li » Thu Aug 10, 2017 7:59 pm
Hi,
Inspect the Dialogue Manager, and untick Display Settings > Input Settings > Always Force Response Menu.
When this is unticked, if the player only has one response option it will automatically play without making the player choose the option.
claudius_I
Posts: 33 Joined: Tue Aug 08, 2017 4:06 pm
Post
by claudius_I » Thu Aug 10, 2017 8:19 pm
Tony Li wrote: Hi,
Inspect the Dialogue Manager, and untick Display Settings > Input Settings > Always Force Response Menu.
When this is unticked, if the player only has one response option it will automatically play without making the player choose the option.
this was the first i did, but the dialogue (player) disappearance (don't showed).
Tony Li
Posts: 23272 Joined: Thu Jul 18, 2013 1:27 pm
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by Tony Li » Thu Aug 10, 2017 8:45 pm
Also tick the Dialogue Manager's Display Settings > Subtitle Settings > Show PC Subtitles During Line.
claudius_I
Posts: 33 Joined: Tue Aug 08, 2017 4:06 pm
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by claudius_I » Thu Aug 10, 2017 10:16 pm
Tony Li wrote: Also tick the Dialogue Manager's Display Settings > Subtitle Settings > Show PC Subtitles During Line.
wow it's fixed. you are awesome
thanks.
claudius_I
Posts: 33 Joined: Tue Aug 08, 2017 4:06 pm
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by claudius_I » Fri Aug 11, 2017 11:21 am
Hi again
Maybe isn't a error, but when i pressed many times the key J (for show the log panel) the character was freeze. (and only fixed when i open and close another ui panel)
I fixed this when disable the Hide Animation.
Tony Li
Posts: 23272 Joined: Thu Jul 18, 2013 1:27 pm
Post
by Tony Li » Fri Aug 11, 2017 11:57 am
Hi,
I'll investigate this. It sounds like a timing issue. In the meantime, use a shorter animation or disable it like you did.
claudius_I
Posts: 33 Joined: Tue Aug 08, 2017 4:06 pm
Post
by claudius_I » Tue Aug 15, 2017 10:10 am
thanks
I have a new question
(sorry)
i want sync up my inventory (created for me) with the variables (DS) (1:1).
can get a list of variables for compare with every item in inventory?
thanks again
Tony Li
Posts: 23272 Joined: Thu Jul 18, 2013 1:27 pm
Post
by Tony Li » Tue Aug 15, 2017 10:40 am
claudius_I wrote: i want sync up my inventory (created for me) with the variables (DS) (1:1).
can get a list of variables for compare with every item in inventory?
Yes. If you only need the names of variables you defined in your dialogue database at design time, you can use
DialogueManager .
MasterDatabase .
variables :
Code: Select all
// Print current values of all variables:
foreach (Variable variable in DialogueManager.MasterDatabase.variables) {
Debug.Log(variable.Name + " = " + DialogueLua.GetVariable(variable.Name).AsString);
}
If you've added new variables at runtime, you'll need to iterate through the Lua Variable[] table using a
LuaTableWrapper :
Code: Select all
LuaTableWrapper variableTable = Lua.Run("return Variable").AsTable;
foreach (var variableName in variableTable.Keys) {
Debug.Log(variableName + " = " + variableTable[variableName]);
}