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Loading a Save with an Active Conversation

Posted: Wed Oct 07, 2020 1:32 am
by CodePrincess
Good evening!

(I'm using Unity 2019.0,4f1, Adventure Creator 1,7,1.7 and of course Dialogue System for Unity 2.2.7.) Now, on with the show!

Two interesting features have developed in the game's load system that only involve saves with an active conversation :

1.) The "Scene Menu" that's supposed to reappear automatically after a conversation ends, doesn't. You have to trigger it's loading by entering and exiting the pause menu.

2.) Loading a file twice causes the load slot buttons to not run any script or action list when clicked, even though
their animation plays; it doesn't even print anything to the console. The load menu's exit button leads you to the pause menu just fine, but if you click the pause menu's "resume" button, the menu just disappears, and that's it. No animations, and again, no information printed to the console.

Should I send you another project file like last time? Also, if you feel like I'm abusing your time and brain power by asking for all this help all the time, please do say something. I don't know if you have a Patreon, or ko-fi, but I'd be glad to donate to that. Also, my sister would be glad to do a picture for you if you like, since she knows I can't possibly bring this project to a close without your help.

Here's an example of the work she did on our first game ( She did all the backgrounds, fonts, everything!)
http://unseenkingdom.com/artisan.htm

Re: Loading a Save with an Active Conversation

Posted: Wed Oct 07, 2020 10:17 am
by Tony Li
Hi,
CodePrincess wrote: Wed Oct 07, 2020 1:32 am1.) The "Scene Menu" that's supposed to reappear automatically after a conversation ends, doesn't. You have to trigger it's loading by entering and exiting the pause menu.
What triggers the "Scene Menu"? If it's listening for an OnConversationEnd message, maybe it isn't receiving the message. Try setting the Dialogue Manager's Debug Level to Info. This will log a lot of info to the Console window, including a line like this when the conversation starts:

Dialogue System: Starting conversation 'Title' with actor=XXX and conversant=YYY

When the conversation ends, the Dialogue System will only send the OnConversationEnd message to the XXX, YYY, and the Dialogue Manager.

Also, while you're checking the Console window, look for any errors or warnings that could indicate that the "Scene Menu" was unable to open for some reason.
CodePrincess wrote: Wed Oct 07, 2020 1:32 am2.) Loading a file twice causes the load slot buttons to not run any script or action list when clicked, even though their animation plays; it doesn't even print anything to the console. The load menu's exit button leads you to the pause menu just fine, but if you click the pause menu's "resume" button, the menu just disappears, and that's it. No animations, and again, no information printed to the console.
This sounds like an Adventure Creator issue, but I can't discount the possibility that the Dialogue System integration is interfering somehow. If you don't mind sending another copy of your project, I'll be happy to take a look.
CodePrincess wrote: Wed Oct 07, 2020 1:32 amHere's an example of the work she did on our first game ( She did all the backgrounds, fonts, everything!)
http://unseenkingdom.com/artisan.htm
She's really good! I might just take you up on that offer later this year if she's still available to do it.

Re: Loading a Save with an Active Conversation

Posted: Wed Oct 07, 2020 3:01 pm
by CodePrincess
Okay, I've sent the project file.

If something goes wrong, please let me know.
Thank you,

Re: Loading a Save with an Active Conversation

Posted: Wed Oct 07, 2020 3:31 pm
by CodePrincess
Woah, that's new:

At the end of the loaded conversation, Dialogue System Deletes the item "Frank Sawhit". No reason! :shock:
https://www.mediafire.com/view/2k12ssuf ... d.png/file

Re: Loading a Save with an Active Conversation

Posted: Wed Oct 07, 2020 4:25 pm
by Tony Li
Hi,

Are you using AC 1.72? Chris revamped AC's inventory system. The DS AC bridge works the same, but under the hood it talks to AC's new inventory code. Maybe there's an issue with the new inventory code or with the integration.

If the bridge's Sync Settings > ...Item Counts checkboxes are ticked, then when a conversation starts it will set an Item[] entry in Lua for every AC item. So presumably when the conversation starts it sets Item["Frank_Sawhit"].Count to the amount of 'Frank Sawhit' in the player's inventory. (Does that even make sense? Is it an item? Or is this a bug?)

When the conversation ends, it will check the values of the Lua Item[] entries and update AC's inventory accordingly. So if you've set Item["Frank_Sawhit"].Count = 0 or a value lower than the current amount of that items, then it will remove the item from the player's inventory.

If either Sync Settings > ...Item Counts checkbox is ticked, make sure both are ticked. Otherwise, if only the "sync back to AC" checkbox is ticked, then there won't be a valid value in Lua, and when it syncs back it will assume that the player has none of the item.

Re: Loading a Save with an Active Conversation

Posted: Wed Oct 07, 2020 5:01 pm
by CodePrincess
Are you using AC 1.72?
It says it's 1.71.7. Should I check for updates?
If the bridge's Sync Settings > ...Item Counts checkboxes are ticked, then when a conversation starts it will set an Item[] entry in Lua for every AC item. So presumably when the conversation starts it sets Item["Frank_Sawhit"].Count to the amount of 'Frank Sawhit' in the player's inventory. (Does that even make sense? Is it an item? Or is this a bug?)
I get what you're saying. The Item count checkbox is ticked, but nothing is done to change Frank's value in the conversation, and Frank's count isn't changed when you run the conversation normally, only when you finished a loaded conversation.
Both Sync Setting boxes are checked.

I can't know completely, but maybe this is a bug?

Re: Loading a Save with an Active Conversation

Posted: Wed Oct 07, 2020 6:08 pm
by Tony Li
It sounds like a bug. I'll check it out and get back to you by tomorrow morning.

Re: Loading a Save with an Active Conversation

Posted: Fri Oct 09, 2020 10:32 pm
by Tony Li
Hi,

Just FYI - I replied to your email yesterday. I had a question about the scene. If you didn't receive it, please check your spam folder for email from tony (at) pixelcrushers.com.

Re: Loading a Save with an Active Conversation

Posted: Sat Oct 10, 2020 2:30 am
by CodePrincess
I just answered your email, and am waiting to answer any more questions you have!