Here is the info line when the conversation "hotel0" starts :
Dialogue System: Starting conversation 'hotel0', actor=GameManager (UnityEngine.Transform), conversant=.
UnityEngine.Debug:Log(Object, Object)
I also added the logger to the GameManager, and all the text lines appeared in Red so that works.
I'd like to send the project over, however, sending a 2GB rar over email might be a bit overkill.. i'd have to strip the project of pretty much everything to be able to achieve that and that would take a while... (i could probably upload the rar to my googledrive and send you the link at your email address if we cannot make it work at all)
EDIT : I added the "set component enabled" to my game manager just to do some tests... then i added the image/button component of a few items (3 out of the 40 something i'd actually need to put in) and it worked! they were toggled off during the conversation and came back on... so i guess i could always make them ALL in that module to disable all of them individually instead of toggling the empty gameobject that holds them all itself... its really not efficient however
-- and i tried right away again with the other one "set active"... and it still refuses to accept the gameobject themselves... -- Finally, just for fun, i tried using the set component enabled with the empty game objects... got the following warning : "Dialogue System: Don't know how to enable/disable BlackFrame.RectTransform"
OK i dont know what to think now... I went back into my own tiny script and added a manual "Debug.Log("entered conv")" as well as another one for the OnConversationEnd and both of them got triggered... yet the gameobject are not getting set to go1.SetActive(false); -- I double checked the link were pointing to the correct game object... and this is something i use all the time (gameobject.setactive(false)/true)... why does it not work there!?
ALRIGHT i figured it out... DAMN im stupid... so sorry... it was actually my fault... as i toggle on and off most of my controls, there were checks in place that would toggle them right back on after they were shut down... so now i need to make a global boolean "inCutscene" and make sure i dont touch those gameobject setactive while a cutscene is playing! I apologize for taking so much of your time!
FINAL EDIT : HELL YES!!!!
all is working perfectly now!!! THANKS for your patience in helping me out!!