Search found 53 matches
- Mon Aug 29, 2016 5:08 am
- Forum: Dialogue System for Unity
- Topic: Articy import issue with jumps
- Replies: 8
- Views: 1126
Articy import issue with jumps
We found that when the jump target in Articy is a condition node (or "the IF node"), the dialogue ends. This is something that the writers ran into over the weekend and I'm currently in other parts of the program to reproduce.
- Mon Aug 29, 2016 5:01 am
- Forum: Dialogue System for Unity
- Topic: Articy Script field conversion
- Replies: 14
- Views: 1923
Re: Articy Script field conversion
We would like it to be configurable since the ID is unique and display name less so. We will cache a hashtable of the IDs and lookup when needed.
- Thu Aug 18, 2016 8:55 am
- Forum: Dialogue System for Unity
- Topic: Getting the Dialogue node from Lua functions
- Replies: 7
- Views: 1072
Re: Getting the Dialogue node from Lua functions
Thanks, this was exactly the function we needed. In case anyone wants to have something similar I here's the relevant code. Now we have a component with Dialogue Manager: static DialogueEntry LastEntry; // note: this runs also on barks public void OnPrepareConversationLine(DialogueEntry entry) { Las...
- Thu Aug 18, 2016 8:49 am
- Forum: Dialogue System for Unity
- Topic: Articy Script field conversion
- Replies: 14
- Views: 1923
Re: Articy Script field conversion
It would help our cause to have this improvement in conversion.
- Tue Aug 16, 2016 4:13 am
- Forum: Dialogue System for Unity
- Topic: Getting the Dialogue node from Lua functions
- Replies: 7
- Views: 1072
Re: Getting the Dialogue node from Lua functions
This dual lookup was discovered and for conditions I intend to enforce a strict "no side-effects" rule. For player responses I can set the current node for Lua on the click event. For NPC spoken dialogue it seems that OnConversationLine runs after the Lua script. Is there any point between...
- Tue Aug 16, 2016 3:53 am
- Forum: Dialogue System for Unity
- Topic: Dialogue not loading on "unactive" scene.
- Replies: 9
- Views: 1356
Re: Dialogue not loading on "unactive" scene.
For me this "dialogue only once" happened when I made a broken user interface, which didn't work twice. Don't forget that you can turn on logging on Dialogue Manager component to see any errors of the "second activation".
- Mon Aug 15, 2016 3:12 pm
- Forum: Dialogue System for Unity
- Topic: Getting the Dialogue node from Lua functions
- Replies: 7
- Views: 1072
Re: Getting the Dialogue node from Lua functions
Now I get it, dialogue window made it obvious. I made a circular dialogue and the Test shows me the node into which I have just "gone". So the actual sequence was basically: NPC - hub - PC - PC - (same) NPC My intuition was that the conversation state changes after the "instruction&qu...
- Mon Aug 15, 2016 11:38 am
- Forum: Dialogue System for Unity
- Topic: Getting the Dialogue node from Lua functions
- Replies: 7
- Views: 1072
Getting the Dialogue node from Lua functions
Slightly confused. public static double Test(double value) { var state = DialogueManager.Instance.CurrentConversationState; var id = ArticyBridge.GetArticyIdField(state.subtitle.dialogueEntry); Debug.LogFormat("ModifyOnce: {0}", id); return (double)value; } Let us ignore the Articy Id part...
- Mon Aug 15, 2016 10:21 am
- Forum: Dialogue System for Unity
- Topic: Articy Script field conversion
- Replies: 14
- Views: 1923
Re: Articy Script field conversion
When thinking of Articy "dialect" of scripting, the converter should probably be able to convert ShowMessage("asd") and ShowMessage("quote \" quote") if we get lucky
- Mon Aug 15, 2016 8:27 am
- Forum: Dialogue System for Unity
- Topic: Articy Script field conversion
- Replies: 14
- Views: 1923
Articy Script field conversion
I am building instructions which run only once. Dialogue System seems to convert Articy strings in functions into variables, discarding quotes: modify_once("category.variable", 2) gets converted into: modify_once("Variable["category.variable"]", 2) I think we'd like the...