How to use a cloned database

Announcements, support questions, and discussion for the Dialogue System.
lord_loej
Posts: 8
Joined: Wed Jun 13, 2018 4:34 pm

Re: How to use a cloned database

Post by lord_loej »

Hey, I forgot to mention in my previous post that I do have dialogue actor component on my npc. The "Conversation Conversant" variable on the trigger is set to the instance of the prefab, not the asset. I also downloaded that package you sent me, the scene you setup works. I copied from that scene into mine, and mine still does not however, im not sure what ive still got wrong.

the actor is being added to the database (I know this because after I add the actor I will use

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             Debug.Log(DialogueManager.MasterDatabase.GetActor(actorid).id); 
to access all of its fields and see that they exist. also the conversation doesnt bring up any errors, meaning the variables are created.
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Tony Li
Posts: 22058
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to use a cloned database

Post by Tony Li »

Is the instance's DialogueActor.actor property being set to the actor's name?

The Dialogue System provides some useful tools for debugging:

If you set the Dialogue Manager's Other Settings > Debug Level to Info, it will log a lot of info to the Console window. You can sift through this to see what's going on under the hood. Look especially for a line similar to:

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Dialogue System: Starting conversation 'Builder' with actor=player and conversant=NpcPrefab
Make sure it's using the right GameObjects.

At runtime, the Dialogue Editor window's Template tab turns into a Watches tab where you can set watches on variables and general Lua expressions. You can set a watch on the ConversantIndex variable to make sure it's getting set properly.

Finally, you can add a Lua Console to your scene. I like to put it on the Dialogue Manager. During play, press ~+L to open the console. Then you can enter expressions such as:

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return Variable["ConversantIndex"]
and

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return Actor[Variable["ConversantIndex"]]
If none of that helps, please feel free to send a reproduction project to tony (at) pixelcrushers.com. I'll be happy to take a look.
lord_loej
Posts: 8
Joined: Wed Jun 13, 2018 4:34 pm

Re: How to use a cloned database

Post by lord_loej »

Yes, the dialogueactor.actor component is changed to the correct name.

I used the lua console, and when I do "return Variable["ConversantIndex"] im shown http://prntscr.com/jv4d9a
however when I do the same command in the sample scene you send me it returns the player given name of the actor.
additionally if I try to do that command "return Actor[Variable["ConversantIndex"]]" im given http://prntscr.com/jv4dwi
however if I run the same command in the demo scene im given http://prntscr.com/jv4e6r

I suppose the actor isnt being added to the database afterall? or the conversant is being replaced by the new actor.
Here is the debug log when the new npc is added http://prntscr.com/jv4fbz

finally here is a screenshot of the conversation starting http://prntscr.com/jv4fgy
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Tony Li
Posts: 22058
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to use a cloned database

Post by Tony Li »

If I had to guess, I'd say that the NpcPrefab assigned to the Dialogue System Trigger component's Conversant field is the prefab, not the instance. Can you set the instance's GameObject name to be the same as its actor name? This way you can tell it from the prefab asset.
lord_loej
Posts: 8
Joined: Wed Jun 13, 2018 4:34 pm

Re: How to use a cloned database

Post by lord_loej »

so, I found the fix. it was a naming issue with my npcname generator, if I rename the name of the npcs generator object it will work perfectly.

Thank you so much for how much you've helped me, and sorry this issue took so long to fix.
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Tony Li
Posts: 22058
Joined: Thu Jul 18, 2013 1:27 pm

Re: How to use a cloned database

Post by Tony Li »

Glad to help!
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