Page 2 of 3

Re: Add Group field to Behavior Designer Behavior Command

Posted: Sun Apr 19, 2020 6:10 pm
by nathanj
Awesome. Thanks, Tony

And really, no rush on the BD integration update.

That's awesome about the Salsa integration! Just got Dissonance and am going to set up our PUN scene with players and npcs using Salsa 2. So much awesomeness!

Thanks again,
Nathan

Re: Add Group field to Behavior Designer Behavior Command

Posted: Wed May 06, 2020 9:14 pm
by Tony Li
The updated Behavior Designer integration is finally ready. You can download it from the Extras page.

It adds these Lua functions:
  • bdGetBoolGroup(gameObjectName, group, variableName)
  • bdGetFloatGroup(gameObjectName, group, variableName)
  • bdGetIntGroup(gameObjectName, group, variableName)
  • bdGetStringGroup(gameObjectName, group, variableName)
  • bdSetBoolGroup(gameObjectName, group, variableName, value)
  • bdSetFloatGroup(gameObjectName, group, variableName, value)
  • bdSetIntGroup(gameObjectName, group, variableName, value)
  • bdSetStringGroup(gameObjectName, group, variableName, value)
Example:

Code: Select all

-- On behavior tree on "NPC A" with group ID 42, set BD int "Speed" to 7:
bdSetIntGroup("NPC A", 42, "Speed", 7)
And it adds an optional group parameter to the Behavior() sequencer command:

Behavior(subject, start|stop|pause|resume, [group])
  • subject: The name of a GameObject containing a behavior tree, or speaker or listener. The behavior tree can be located on a child object.
  • start|stop|pause|resume: Control action for the behavior tree.
  • group: (Optional) Apply to behavior trees with a specific group ID. If omitted, apply to all behavior trees on subject.

Re: Add Group field to Behavior Designer Behavior Command

Posted: Mon May 11, 2020 10:38 pm
by nathanj
THANKS TONY!!!!

You are awesome!

Re: Add Group field to Behavior Designer Behavior Command

Posted: Tue May 12, 2020 8:33 am
by Tony Li
Glad to help. Thanks for the suggestions!

Re: Add Group field to Behavior Designer Behavior Command

Posted: Tue Jun 16, 2020 9:39 pm
by nathanj
Hey, Tony

Not to perster you, but I just noticed that the online documenation for the BD integration hasn't been updated.


It's not an issue for me because I know to look here, but for others using BD it might be useful. I think their extremely useful features ;)

Thanks as always

Nathan

Re: Add Group field to Behavior Designer Behavior Command

Posted: Tue Jun 16, 2020 10:25 pm
by Tony Li
Hi Nathan,

Are you by any chance looking at the old version 1.x manual?

The current Behavior Designer integration documentation is here: https://www.pixelcrushers.com/dialogue_ ... igner.html

Re: Add Group field to Behavior Designer Behavior Command

Posted: Tue Jun 16, 2020 11:27 pm
by nathanj
:facepalm:

Re: Add Group field to Behavior Designer Behavior Command

Posted: Tue Jun 16, 2020 11:31 pm
by Tony Li
No problem. I really would like to redirect the 1.x pages to the current 2.x manual, but believe it or not some games are still using 1.x, mostly ones that have been released but are in support/maintenance mode.

Re: Add Group field to Behavior Designer Behavior Command

Posted: Tue Jun 16, 2020 11:50 pm
by nathanj
That's fair enough. I should have know better than thinking you'd missed something ;)

Re: Add Group field to Behavior Designer Behavior Command

Posted: Wed Jun 17, 2020 3:56 pm
by nathanj
Hey, I actually have a question now, related to this integration.

Been a while since I used DS and am finally at the point of writing dialogue again. I'm using a Behaviour Designer node to trigger a conversation but for some reason it's not returning success when the conversation is completed. I've had this working before but am drawing a complete blank at the moment.

Can you think of why this would be?

Thanks
Nathan