Search found 20775 matches
- Mon Nov 17, 2014 3:42 pm
- Forum: Dialogue System for Unity
- Topic: First Node in conversation will not load!
- Replies: 4
- Views: 923
First Node in conversation will not load!
(The information below will be in the next documentation update.) The START node has some unique properties: 1. If the Sequence field is blank, it defaults to "None()" instead of the Dialogue Manager's Default Sequence. This tells the Dialogue System to immediately progress to the nex...
- Mon Nov 17, 2014 9:59 am
- Forum: Dialogue System for Unity
- Topic: First Node in conversation will not load!
- Replies: 4
- Views: 923
First Node in conversation will not load!
The first node must be named START. It can have any ID number.
Is the conversation going immediately to the next node, or is the entire conversation not starting at all?
Is the conversation going immediately to the next node, or is the entire conversation not starting at all?
- Mon Nov 17, 2014 3:03 am
- Forum: Dialogue System for Unity
- Topic: Behavior Tree Lua Bridge
- Replies: 3
- Views: 990
Behavior Tree Lua Bridge
Robert,
Thanks for sending the file and detailed description in email. I'll continue working with you through email and post the resolution here at the end.
Thanks for sending the file and detailed description in email. I'll continue working with you through email and post the resolution here at the end.
- Sun Nov 16, 2014 8:11 am
- Forum: Dialogue System for Unity
- Topic: Sizing issues after scene change
- Replies: 3
- Views: 943
Sizing issues after scene change
Hi, The Dialogue System doesn't do any resizing. It only calls NGUITools.SetActive() to activate and deactivate NGUI widgets. You can reproduce this issue without the Dialogue System. In fact, I recommend making a simple test scene containing only "NGUIDialogueUI 1 (Clone)". Remove the NGU...
- Sat Nov 15, 2014 12:08 pm
- Forum: Dialogue System for Unity
- Topic: Behavior Tree Lua Bridge
- Replies: 3
- Views: 990
Behavior Tree Lua Bridge
Hi Robert, SyncToLua() is a method in BehaviorTreeLuaBridge. You can call it on Character 5 like this: GameObject.Find("Character 5").SendMessage("SyncToLua"); However, the sync should work without this. Please feel free to email me an example project that has the issue. If you w...
- Sat Nov 15, 2014 11:10 am
- Forum: Dialogue System for Unity
- Topic: Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
- Replies: 5
- Views: 1684
Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
Thank you for the detailed description of the issue. If you have the time, could you please email a copy of the Chat Mapper project file to tony (at) pixelcrushers.com? I'll look into this and update the Dialogue System to handle it the same way as Chat Mapper.
- Sat Nov 15, 2014 7:22 am
- Forum: Dialogue System for Unity
- Topic: Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
- Replies: 5
- Views: 1684
Display dialog only once - Chat mapper(Dialog[2].SimStatus ~= WasDisplayed)
Hi Martin,
On the Dialogue Manager GameObject, tick Include Sim Status. By default, this is turned off to conserve memory in the Lua environment.
On the Dialogue Manager GameObject, tick Include Sim Status. By default, this is turned off to conserve memory in the Lua environment.
- Mon Nov 10, 2014 2:18 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System running on paused
- Replies: 1
- Views: 855
Dialogue System running on paused
Hi, In your tutorial level, use DialogueTime to set: DialogueTime.Mode = DialogueTime.TimeMode.Realtime; At the end, set it back to: DialogueTime.Mode = DialogueTime.TimeMode.Gameplay; (This is in the PixelCrushers.DialogueSystem namespace, so add "using PixelCrushers.DialogueSystem;" to t...
- Tue Nov 04, 2014 4:22 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System conversation action in Adventure Creator.
- Replies: 3
- Views: 1051
Dialogue System conversation action in Adventure Creator.
Great! I'm glad it's working. If you haven't already updated to v1.3.7, you may want to update from the Asset Store and import the updated Adventure Creator Support package. In v1.3.7, the AC() sequencer command lets you optionally specify a step number to start from in an ActionList. If you run int...
- Tue Nov 04, 2014 3:54 am
- Forum: Dialogue System for Unity
- Topic: Dialogue System conversation action in Adventure Creator.
- Replies: 3
- Views: 1051
Dialogue System conversation action in Adventure Creator.
Hi Ooghe, I'll look into this and get back to you. Assign your NPC to Conversant. If you leave Actor blank, it should default to the player. You don't need to add your player to the scene hierarchy at design time.