Search found 13 matches
- Tue Sep 19, 2023 7:45 pm
- Forum: Dialogue System for Unity
- Topic: Splitscreen Issues
- Replies: 6
- Views: 450
Re: Splitscreen Issues
That sounds good, I will prepare a simplified version to send your way. Thank you!
- Tue Sep 19, 2023 7:51 am
- Forum: Dialogue System for Unity
- Topic: Splitscreen Issues
- Replies: 6
- Views: 450
Re: Splitscreen Issues
Hey there, Each button is assigned this script: public class RewiredInputButtonHotkey : MonoBehaviour { //Exposed fields [SerializeField] string actionName; [SerializeField] IntVariable RewiredPlayerID;//This is my way of handling rewired player IDs with scriptable objs [SerializeField] Button butto...
- Mon Sep 18, 2023 9:58 pm
- Forum: Dialogue System for Unity
- Topic: Splitscreen Issues
- Replies: 6
- Views: 450
Splitscreen Issues
Hello there! I have most things almost working and it's feeling great! I can have two independent conversations with different NPCs, and depending on who you are in the game you get a different conversation. I am getting hung up on one snag now. Which is that I can have two independent conversations...
- Fri Sep 01, 2023 4:36 pm
- Forum: Quest Machine
- Topic: Questions about splitscreen logic
- Replies: 13
- Views: 3371
Re: Questions about splitscreen logic
Found the culprit in my code! I was caching my journals in an Awake method. It grabbed P1 journals only but when I cached them in a start method all was well. Thank you so much for all the help!
- Fri Sep 01, 2023 12:43 pm
- Forum: Quest Machine
- Topic: Questions about splitscreen logic
- Replies: 13
- Views: 3371
Re: Questions about splitscreen logic
Thanks so much for the help! I like using the message system for this too. I decided to use it on the RefreshUI function, but I am running into one more snag. Here is my code: void RefreshPOIs() { Debug.Log("Refresh is called!"); for (int i = 0; i < PlayerJournals.Length; i++) { foreach (v...
- Fri Sep 01, 2023 7:05 am
- Forum: Quest Machine
- Topic: Questions about splitscreen logic
- Replies: 13
- Views: 3371
Re: Questions about splitscreen logic
Ah shoot so I got it working with what you suggested, but when the quest is toggled off in the Quest Journal UI, nothing currently happens/the POI remains active. Do you have any ideas on an approach for this?
- Thu Aug 31, 2023 8:41 pm
- Forum: Quest Machine
- Topic: Questions about splitscreen logic
- Replies: 13
- Views: 3371
Re: Questions about splitscreen logic
That's all good and I like that I can add a custom action! The problem sort of still remains for me. In my quests, the same quest can be assigned to either P1 or P2. How do I know in my custom action if P1 or P2 was the recipient of the quest? Basically if P1 gets the quest, I need to turn on the HU...
- Thu Aug 31, 2023 5:24 pm
- Forum: Quest Machine
- Topic: Questions about splitscreen logic
- Replies: 13
- Views: 3371
Re: Questions about splitscreen logic
I had one more question about split screen logic. I couldn't find any good compass assets that will work with split screen so I am making it custom. I am wondering how to best handle enabling and disabling objects when a quest node becomes active. My initial thought was to add a Lua function that is...
- Wed Aug 30, 2023 9:03 pm
- Forum: Dialogue System for Unity
- Topic: Error trying to use Display_Name
- Replies: 5
- Views: 369
Re: Error trying to use Display_Name
Ok sounds great, I'll try that out when the update is available. Thanks!
- Wed Aug 30, 2023 2:44 pm
- Forum: Dialogue System for Unity
- Topic: Error trying to use Display_Name
- Replies: 5
- Views: 369
Re: Error trying to use Display_Name
Thanks for the quick reply! I am using those quick tags for Actor and Conversant already, but sometimes they reference other NPCs in the game. That did the trick for me.
If I wanted to use something that was in a TextTable is there a Lua function or some documentation for that?
If I wanted to use something that was in a TextTable is there a Lua function or some documentation for that?