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Prompting Alerts

Posted: Thu May 07, 2015 4:58 am
by Rocco
Is there any way to prompt alerts aside from having a conversation node? I want to prompt an alert at a certain point but I don't want to make a new conversation with an empty node just to have that alert. I am also using Adventure Creator. Is there a way to prompt an alert from there?

Prompting Alerts

Posted: Thu May 07, 2015 5:07 am
by Tony Li
Hi,



Good idea - In the next release, I'll add an Adventure Creator action to show an alert.







Currently, you can show an alert using an Alert Trigger or any of the other triggers that allow you to specify an alert message such as Increment On Destroy. You can also call DialogueManager.ShowAlert() in code.



Prompting Alerts

Posted: Thu May 07, 2015 3:17 pm
by Tony Li
You can download an updated support package for Adventure Creator: here.







This updated package works with AC 1.44 and AC 1.45, and adds two new actions:



ThirdParty: Dialogue System Alert (shows a message using the Dialogue System's UI)

ThirdParty: Dialogue System Sequencer Message (sends a message to the sequencer)


Prompting Alerts

Posted: Mon May 11, 2015 7:04 am
by Rocco
Tony, thanks for getting that update out so quick! Looks awesome so far. As a quick question, how would you go about setting a Popup Switch type variable in AC through the Dialogue Nodes. I've tried



Variable[My_PopupSwitch] = "MyValue";

Variable[My_PopupSwitch] = MyValue;

Variable[My_PopupSwitch] = 0;



None of which seem to alter the value of my Popup Switch. Is there something I'm missing?

Prompting Alerts

Posted: Mon May 11, 2015 7:23 am
by Tony Li
Hi,



What is the name of your AC variable as defined in AC's Variables tab? And what type is it (string, int, Boolean)?

Prompting Alerts

Posted: Mon May 11, 2015 7:29 am
by Rocco
The name of my AC Variable is Q1B Trigger. It's type is Popup.

Prompting Alerts

Posted: Mon May 11, 2015 7:41 am
by Tony Li
Thanks! Let me look into this and get back to you. I may need to add specific support for the Popup variable type. The AC/DS bridge currently supports the basic variable types: strings, ints, floats, Booleans.

Prompting Alerts

Posted: Mon May 11, 2015 7:44 am
by Rocco
Tony,



Sounds good. In the mean time I have found another way around this. I am just going to make a empty dialogue node with a sequencer command to hit Continue for me.

Prompting Alerts

Posted: Mon May 11, 2015 3:26 pm
by Tony Li
Should you need to sync popup or float variables in the future, I updated the AC support package. It's on the Dialogue System Extras page.

Prompting Alerts

Posted: Tue May 12, 2015 4:50 am
by Rocco
Thank you very much Tony!