Hello,
I'm currently attempting to set up something similar to the prototype in this image:
https://imgur.com/mJZID1e
The gist is I'm using Adventure Creator to interact with computer objects, and I want to try to use the Dialogue System to run what's on the screen via a custom "terminal ui" to override the conversation with.
I'm trying to design this in a way that makes it easy for me to make different content appear on each computer screen within the game, for example some computers may have NPC's emails, or some may have a full text-adventure. I think the dialogue conversation system would be ideal here, but can you think of a way that I could start the conversation via an AC action list, with an overridden ui? I have the dialogue system third party tools activated, and use it consistently to start my standard ui prefabs, but I have not been able to figure out a way to override the ui with a custom interface?
Side note, I've almost duplicated the terminal from the demo scene that came with the dialogue system, so for sake of understanding my project specifics, it's essentially identical to the demo scene, I just need to somehow trigger the conversation via an Actionlist if possible.
Using a dialogue override via Adventure Creator
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- Joined: Fri Jun 21, 2019 7:57 pm
Using a dialogue override via Adventure Creator
Last edited by JeremyLullaby on Fri Nov 01, 2024 9:46 pm, edited 1 time in total.
Re: Using a dialogue override via Adventure Creator
Hi,
Add an Override Dialogue UI component to your computer GameObject, and assign the custom computer screen dialogue UI to it. Then assign the computer GameObject to the Start Conversation action's Conversant field.
When the Start Conversation action runs, the Dialogue System will look for Override Dialogue UI components on the action's Actor and Conversant GameObjects.
Add an Override Dialogue UI component to your computer GameObject, and assign the custom computer screen dialogue UI to it. Then assign the computer GameObject to the Start Conversation action's Conversant field.
When the Start Conversation action runs, the Dialogue System will look for Override Dialogue UI components on the action's Actor and Conversant GameObjects.
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- Posts: 11
- Joined: Fri Jun 21, 2019 7:57 pm
Re: Using a dialogue override via Adventure Creator
haha dude I laughed out loud at how fast you gave me a fix. It was that simple. Thank you brother.
Re: Using a dialogue override via Adventure Creator
Glad to help!