Hi,
Nothing has changed that's related to that. The error message means the node with ID 25 isn't in the Dialog[] table. It looks like you didn't stop and restart play mode after changing the database. Does the problem go away if you stop and restart play mode?
Disable certain responses after they have been selected
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- Posts: 112
- Joined: Tue Jan 19, 2016 11:37 pm
Re: Disable certain responses after they have been selected
Yes, it happens in that case too.
I did some more testing, and this happens when there is Group Node at the start of the conversation immediately followed by player responses. If I turn my group node into regular NPC line the error does not happen in same conversation.
To be precise my full setup is
So I start conversation one, jump to hub in conversation two and there I immediately have response nodes.
I did some more testing, and this happens when there is Group Node at the start of the conversation immediately followed by player responses. If I turn my group node into regular NPC line the error does not happen in same conversation.
To be precise my full setup is
So I start conversation one, jump to hub in conversation two and there I immediately have response nodes.
Re: Disable certain responses after they have been selected
Thanks for the details. I'll check this and reply back here today.
Re: Disable certain responses after they have been selected
I'm still looking into this. I'll try to provide a solution tomorrow.
Re: Disable certain responses after they have been selected
I haven't been able to reproduce the issue with DS 2.2.4. I set up a scene with the StandardDialogueUIShowInvalidResponses script and tried to replicate the articy setup from your screenshot.
Would it be possible for you to send an example articy project to tony (at) pixelcrushers.com? Please also let me know if any special setup is required on the Unity side, other than using StandardDialogueUIShowInvalidResponses and ticking the Dialogue Manager's Use SimStatus and Include Invalid Entries checkboxes.
Would it be possible for you to send an example articy project to tony (at) pixelcrushers.com? Please also let me know if any special setup is required on the Unity side, other than using StandardDialogueUIShowInvalidResponses and ticking the Dialogue Manager's Use SimStatus and Include Invalid Entries checkboxes.
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- Posts: 112
- Joined: Tue Jan 19, 2016 11:37 pm
Re: Disable certain responses after they have been selected
Thank you for testing.
Hmm. I disabled other custom scripts when testing this but I will double check to make sure that none of my stuff is interfering and send you the examples if I can't find other cause.
Thanks again for testing.
Hmm. I disabled other custom scripts when testing this but I will double check to make sure that none of my stuff is interfering and send you the examples if I can't find other cause.
Thanks again for testing.