Hi,
It looks like you might be using the evaluation version of the Dialogue System (or Love/Hate or Quest Machine). If this is the case, you won't be able to use that AutoSaveLoad patch. Please go ahead and delete those two files (SaveSystem.cs and AutoSaveLoad.cs) until you've upgraded to the paid version. Everything should continue to work except auto-saving when you quit.
This weekend, I'll be pushing out an updated evaluation version and paid version that incorporates the AutoSaveLoad fix.
Textline - Lobby continuing conversation
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- Posts: 24
- Joined: Tue Jul 28, 2020 1:33 pm
Re: Textline - Lobby continuing conversation
Hi Tony,
I see! Apologies I should have said I am trialing the system.
That is good to know, thank you!
I see! Apologies I should have said I am trialing the system.
That is good to know, thank you!
Re: Textline - Lobby continuing conversation
Glad to help! If you have any other questions about the Textline template or the Dialogue System in general, just let me know.
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- Posts: 24
- Joined: Tue Jul 28, 2020 1:33 pm
Re: Textline - Lobby continuing conversation
Hi Tony,
Still experiencing issues with this.
I have replicated everything you have done utilising the example that you provided. My issue is currently that the buttons do not appear.
I've added a screenshot from both the trigger in the lobby and an image to show how my variables are set an conversation end.
Hopefully you can see something obvious that I am missing!
Thanks again
Still experiencing issues with this.
I have replicated everything you have done utilising the example that you provided. My issue is currently that the buttons do not appear.
I've added a screenshot from both the trigger in the lobby and an image to show how my variables are set an conversation end.
Hopefully you can see something obvious that I am missing!
Thanks again
- Attachments
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- current npc.png (133.43 KiB) Viewed 221 times
Re: Textline - Lobby continuing conversation
Hi Kelsey,
Check the Conditions on each of those "Set GameObject Active/Inactive" elements. To check the Conditions, click on the element:
They should look similar to this:
Also make sure the "CurrentNPC" variable in your dialogue database is set to the NPC whose plays the first conversation (e.g., "Richard").
Check the Conditions on each of those "Set GameObject Active/Inactive" elements. To check the Conditions, click on the element:
They should look similar to this:
Also make sure the "CurrentNPC" variable in your dialogue database is set to the NPC whose plays the first conversation (e.g., "Richard").
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- Posts: 24
- Joined: Tue Jul 28, 2020 1:33 pm
Re: Textline - Lobby continuing conversation
Ah I didn't notice that sneaky little button!
That did it, thank you so much!
That did it, thank you so much!
Re: Textline - Lobby continuing conversation
Glad to help!