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Recommended ORK/Makinom 2 Setup

Posted: Sat Dec 17, 2022 11:55 pm
by mdz_grs
Hi, I'm trying to setup ORK 3/Makinom 2 with Dialogues System (DS). I'm a bit confused as to what's the recommended way to set them up. Should I be using DS's Dialogue System Trigger or should I use ORK's Interaction Controller and Interaction Machines. For the Dialogue UI should I be using the UI Panel from DS or the UI Box from ORK/Makinom

Re: Recommended ORK/Makinom 2 Setup

Posted: Sun Dec 18, 2022 9:12 am
by Tony Li
Hi,
mdz_grs wrote: Sat Dec 17, 2022 11:55 pmShould I be using DS's Dialogue System Trigger or should I use ORK's Interaction Controller and Interaction Machines.
It's up to you. You can use a Dialogue System Trigger or the "Start Conversation" Makinom node.
mdz_grs wrote: Sat Dec 17, 2022 11:55 pmFor the Dialogue UI should I be using the UI Panel from DS or the UI Box from ORK/Makinom
Use Standard Dialogue UI. I recommend starting by assigning one of the included prefabs, such as Basic Standard Dialogue UI, to the Dialogue Manager GameObject's Display Settings > Dialogue UI field. Once you get the integration working the way you want, you can swap it out for a different one or customize it to look the way you want.

Re: Recommended ORK/Makinom 2 Setup

Posted: Mon Dec 19, 2022 2:16 am
by mdz_grs
Thanks, that clears up some of my doubts. So a few other questions...
  • It seems that makinom has support for barks. But in the documentation for ORK it says to setup barks the DS way... I tried setting up a simple trigger bark with an ORK Trigger Machine and the BarkText node and seems to work the same way as in the interaction tutorial. In what cases does ORK not work with barks?
  • So a bit of dumb question do you need to use both the Makinom AND ORK bridge scripts with the dialogue manager? Or is the ORK bridge enough.
  • For quests do you recommend using DS quests or should I be using ORKs quest system? Or is there a hybrid way of using them.
Thanks..

Re: Recommended ORK/Makinom 2 Setup

Posted: Mon Dec 19, 2022 10:26 am
by Tony Li
mdz_grs wrote: Mon Dec 19, 2022 2:16 am
  • It seems that makinom has support for barks. But in the documentation for ORK it says to setup barks the DS way... I tried setting up a simple trigger bark with an ORK Trigger Machine and the BarkText node and seems to work the same way as in the interaction tutorial. In what cases does ORK not work with barks?
Both are fine. Barks generally run entirely separately from ORK, so it doesn't matter how to trigger them. If you want an NPC to bark random lines continuously on an interval, use a Bark On Idle component.
mdz_grs wrote: Mon Dec 19, 2022 2:16 am
  • So a bit of dumb question do you need to use both the Makinom AND ORK bridge scripts with the dialogue manager? Or is the ORK bridge enough.
Both please. The Makinom bridge links to ORK's save system and provides the makiXXX() Lua functions that your conversations can use. The ORK bridge disables player movement when the player is involved in a conversation, enables UI navigation during conversations (since ORK usually keeps tight control of that), and provides the orkXXX() Lua functions.
mdz_grs wrote: Mon Dec 19, 2022 2:16 am
  • For quests do you recommend using DS quests or should I be using ORKs quest system? Or is there a hybrid way of using them.
Either is fine. I recommend using one or the other, not both. The ORK bridge provides orkXXX() Lua functions to work with ORK quests. You may fine ORK quests simpler to set up but less flexible. DS quests take a little more manual setup, but you can do whatever you want with them. It depends on how much flexibility you need.