Search found 53 matches
- Tue Apr 19, 2016 1:55 am
- Forum: Dialogue System for Unity
- Topic: Probable bug with Articy import and conditions
- Replies: 10
- Views: 1961
Probable bug with Articy import and conditions
I think I found an issue with imports. When a condition node outputs a multiple choice like this, the node tree ignores extra outputs: http://imgur.com/CCj0qbw.jpg If I put a "false" condition on the first node, the dialogue ends. I think that the correct way would be to process all of the...
- Wed Mar 23, 2016 7:50 am
- Forum: Dialogue System for Unity
- Topic: Dialogue Database integrity
- Replies: 1
- Views: 447
Dialogue Database integrity
The writers sometimes mess up. Wrong syntax or dialogues in which the responses contain an NPC which takes priority or some other small issues. A lot of stuff that I could check before testing the dialogues through. Is there a possibility of registering some "convention check" function whi...
- Mon Mar 21, 2016 1:29 pm
- Forum: Dialogue System for Unity
- Topic: Articy:draft - SimStatus
- Replies: 5
- Views: 1017
Re: Articy:draft - SimStatus
Save your time and make it a template variable. You can check them by writing a function which checks for an Articy template boolean field, then registering a delegate function like this: public class DialogueOptionValidator : MonoBehaviour { void Start () { DialogueManager.Instance.IsDialogueEntryV...
- Fri Mar 18, 2016 5:57 am
- Forum: Dialogue System for Unity
- Topic: Articy import in C#
- Replies: 10
- Views: 1642
Re: Articy import in C#
I am using some fields for additional conditions and instructions. Would it be possible to make the Articy to Lua script conversions public?
- Fri Feb 26, 2016 3:52 am
- Forum: Dialogue System for Unity
- Topic: An Articy import suggestion
- Replies: 1
- Views: 359
An Articy import suggestion
Small low priority suggestion: It would be beneficial if "Can't find destination for New jump" error outputted the Articy Id of the node in question.
""Can't find destination for New jump (Articy ID: 0x010000deadbeef)" would shorten the time to track it down.
""Can't find destination for New jump (Articy ID: 0x010000deadbeef)" would shorten the time to track it down.
- Mon Feb 22, 2016 7:08 am
- Forum: Dialogue System for Unity
- Topic: Lua performance
- Replies: 1
- Views: 435
Lua performance
Tony,
Do you have some performance estimates -- how many dialogue lines can Lua track before getting problematic? We'll be running on a modern PC, not some tablets.
Do you have some performance estimates -- how many dialogue lines can Lua track before getting problematic? We'll be running on a modern PC, not some tablets.
- Thu Feb 11, 2016 8:38 am
- Forum: Dialogue System for Unity
- Topic: Articy import in C#
- Replies: 10
- Views: 1642
Re: Articy import in C#
I think that I found the issue; for those who might struggle here (by looking at "info" level logs): Initial database: Dialogue System: Lua(Conversation[92] = { Status = "", Title = "Conventions / Test without semantics", Pictures = "[]", Description = "T...
- Tue Feb 09, 2016 10:41 am
- Forum: Dialogue System for Unity
- Topic: Articy import in C#
- Replies: 10
- Views: 1642
Re: Articy import in C#
When I get the new database from the converter; how can I swap out the existing one?
Should I iterate over controllers/triggers to swap out the reference or is it somewhat more straightforward?
Should I iterate over controllers/triggers to swap out the reference or is it somewhat more straightforward?
- Thu Feb 04, 2016 9:04 am
- Forum: Dialogue System for Unity
- Topic: Dynamic formatting response menu entries
- Replies: 3
- Views: 637
Re: Dynamic formatting response menu entries
Thanks. Getting them from the source does it for us, but auto-numbers were also a helpful hint since they already have hotkeys set up.
- Tue Feb 02, 2016 7:11 am
- Forum: Dialogue System for Unity
- Topic: Dynamic formatting response menu entries
- Replies: 3
- Views: 637
Dynamic formatting response menu entries
I'm trying to do automatic re-colouring and numbering of response entries using OnConversationResponseMenu, which sometimes causes some specific responses to be parsed twice, which in turn results in numbering being there twice (I think it's Articy condition nodes which transform into {group} nodes ...