Makinom 2 & ORK 3 Integration Available
Posted: Sun Mar 06, 2022 7:20 pm
The Dialogue System Extras page has updated integrations for Makinom 2 and ORK 3.
The online manual will be updated for Makinom 2 and ORK 3 in the Dialogue System version 2.2.26 release. In the meantime, here's the documentation for the updated integrations:
Makinom Setup
Follow these steps to set up the Dialogue System with Makinom:
Makinom Nodes
Once you've imported the Makinom Support package, you can use these nodes when you write schematics:
Makinom Lua Functions
The Dialogue Sysatem Makinom Bridge adds these Lua functions, which you can enter manually or select through the "..." dropdown wizards in the section Custom > Makinom.
In ORK, to start an Auto Machine with the player or a specific combatant, use orkStart.
The online manual will be updated for Makinom 2 and ORK 3 in the Dialogue System version 2.2.26 release. In the meantime, here's the documentation for the updated integrations:
Makinom Setup
Follow these steps to set up the Dialogue System with Makinom:
- Import the package Third Party Support ► Makinom Support. This will unpack files into the folder Assets ► Pixel Crushers ► Dialogue System ► Third Party Support ► Makinom Support.
- Add a Dialogue System Makinom Bridge component to your Dialogue Manager.
- If you want to use Makinom's language settings for the Dialogue System's localization language, tick Use Makinom Language.
- If you want to tie into Makinom's save system, tick Use Makinom Save System. If a Dialogue System Save System component is present, it will use the Save System. Otherwise it will use PersistentDataManager.
- Use Dialogue System Makinom Nodes in your schematics.
- Use Makinom Lua Functions in your conversations.
- If you're also using ORK Framework, see ORK Framework Support (below).
Makinom Nodes
Once you've imported the Makinom Support package, you can use these nodes when you write schematics:
Code: Select all
Schematic Node | Description
--------------------------|------------
Bark | Makes a character bark a dialogue entry from a conversation.
Bark Text | Makes a character bark a text string, which can be localized.
Check Conversation Active | Checks if a conversation is currently active.
Check Lua | Checks if a Lua condition is true.
Lua | Runs Lua code, optionally storing the result in a Makinom variable. Use to set Lua variables, quest states, etc.
Play Sequence | Plays a Dialogue System sequence.
Show Alert | Shows a Dialogue System alert message.
Start Conversation | Starts a conversation.
Makinom Lua Functions
The Dialogue Sysatem Makinom Bridge adds these Lua functions, which you can enter manually or select through the "..." dropdown wizards in the section Custom > Makinom.
Code: Select all
Lua Function | Description
--------------------------------|------------
makiGetBool(variable) | Returns the value of a Makinom bool variable.
makiGetInt(variable) | Returns the value of a Makinom int variable.
makiGetFloat(variable) | Returns the value of a Makinom float variable.
makiGetString(variable) | Returns the value of a Makinom string variable.
makiSetBool(variable, value) | Sets the value of a Makinom bool variable.
makiSetInt(variable, value) | Sets the value of a Makinom int variable.
makiSetFloat(variable, value) | Sets the value of a Makinom float variable.
makiSetString(variable, value) | Sets the value of a Makinom string variable.
makiStart(machine, startingObj) | Starts an Auto Machine with a specified starting object*.