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Re: Priority conversation

Posted: Thu Aug 10, 2017 5:13 pm
by claudius_I
sorry for bothering :oops:

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

Re: Priority conversation

Posted: Thu Aug 10, 2017 7:59 pm
by Tony Li
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.

Re: Priority conversation

Posted: Thu Aug 10, 2017 8:19 pm
by claudius_I
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).

Re: Priority conversation

Posted: Thu Aug 10, 2017 8:45 pm
by Tony Li
Also tick the Dialogue Manager's Display Settings > Subtitle Settings > Show PC Subtitles During Line.

Re: Priority conversation

Posted: Thu Aug 10, 2017 10:16 pm
by claudius_I
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.

Re: Priority conversation

Posted: Fri Aug 11, 2017 11:21 am
by claudius_I
Hi again :D

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.

Re: Priority conversation

Posted: Fri Aug 11, 2017 11:57 am
by Tony Li
Hi,

I'll investigate this. It sounds like a timing issue. In the meantime, use a shorter animation or disable it like you did.

Re: Priority conversation

Posted: Fri Aug 11, 2017 9:47 pm
by Tony Li
This patch should fix the timing issue: DialogueSystem_1_7_4_Patch20170811_UIQuestLogWindow.unitypackage

It will work for any version of the Dialogue System 1.7.0 - 1.7.4.

Re: Priority conversation

Posted: Tue Aug 15, 2017 10:10 am
by claudius_I
thanks
I have a new question :D (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

Re: Priority conversation

Posted: Tue Aug 15, 2017 10:40 am
by Tony Li
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]);
}