Search found 20740 matches

by Tony Li
Sun May 12, 2024 9:22 pm
Forum: Dialogue System for Unity
Topic: Typewriter effect only works on initial window open?
Replies: 1
Views: 18

Re: Typewriter effect only works on initial window open?

Hi, I'm guessing that the typewriter effect only works when the window is first opened because its Play On Enable checkbox is ticked. You should UNtick that checkbox for typewriter effects on subtitle text GameObjects. Make sure the subtitle text GameObject is assigned to the subtitle panel's Standa...
by Tony Li
Sun May 12, 2024 8:23 pm
Forum: Dialogue System for Unity
Topic: Conversation Priorities
Replies: 3
Views: 28

Re: Conversation Priorities

Glad to help!
by Tony Li
Sun May 12, 2024 8:21 pm
Forum: Dialogue System for Unity
Topic: Have NPCs bark at each other
Replies: 3
Views: 40

Re: Have NPCs bark at each other

Hi, 1) I have a component on my player character that listens to "DialogueManager.instance.conversationStarted" and "DialogueManager.instance.conversationEnded" to disable/enable player input. I don't want this behavior when the NPCs have a bark conversation - I want the player t...
by Tony Li
Sun May 12, 2024 4:34 pm
Forum: Dialogue System for Unity
Topic: Conversation Priorities
Replies: 3
Views: 28

Re: Conversation Priorities

Hi, Yes. It depends on how you will determine if the NPC has something to say. Let's say you have two conversations: "Greetings": Generic barks "NPC Dialogue": Conversation whose nodes that are linked from <START> have Conditions on them. It's possible that one or more nodes' Con...
by Tony Li
Sun May 12, 2024 4:27 pm
Forum: Dialogue System for Unity
Topic: Calling a script that calls other scripts from other classes at the end of a conversation
Replies: 3
Views: 26

Re: Calling a script that calls other scripts from other classes at the end of a conversation

Hi,

You can make your conversation end (e.g., include the Continue() sequencer command in the last node) or you can manually stop it in script using the C# method DialogueManager.StopConversation().
by Tony Li
Sun May 12, 2024 10:37 am
Forum: Dialogue System for Unity
Topic: Get actorName from an actor component but not the display name
Replies: 2
Views: 23

Re: Get actorName from an actor component but not the display name

Hi,

Use the "actor" property:

Code: Select all

void StartConversationWithDialogueActor(DialogueActor dialogueActor)
{
    DialogueManager.StartConversation(dialogueActor.actor + " Conversation");
}
by Tony Li
Sat May 11, 2024 8:44 pm
Forum: Love/Hate
Topic: Some relationships not changing?
Replies: 9
Views: 57

Re: Some relationships not changing?

Glad to help!
by Tony Li
Sat May 11, 2024 7:07 pm
Forum: Dialogue System for Unity
Topic: Issue starting new conversation when changing scenes
Replies: 11
Views: 77

Re: Issue starting new conversation when changing scenes

That may cause problems in the future, but you can probably avoid them by using the save system to change scenes. If you do this, put the Save System component (and its dependency components) on a GameObject separate from the Dialogue Manager.
by Tony Li
Sat May 11, 2024 7:06 pm
Forum: Love/Hate
Topic: Some relationships not changing?
Replies: 9
Views: 57

Re: Some relationships not changing?

If I understand you correctly, you want to know when an NPC's feelings toward the player change. NPCs belong to factions like Sixers and Cannibals. In the screenshot you shared, it looks like when the player attacks a cannibal, the cannibals correctly get negative affinity (hate) and the Sixers get ...
by Tony Li
Fri May 10, 2024 11:06 pm
Forum: Love/Hate
Topic: Some relationships not changing?
Replies: 9
Views: 57

Re: Some relationships not changing?

Hi, The problem I see is that the player, as member of faction Player, becomes happier when he kills Cannibals, but relationships do not change: https://i.imgur.com/esuz84V.png I expect the relationships towards them to be affected so I can report this to the player (ie: "your relationships tow...