Search found 20740 matches
- 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...
- 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!
- 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...
- 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...
- 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().
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().
- 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:
Use the "actor" property:
Code: Select all
void StartConversationWithDialogueActor(DialogueActor dialogueActor)
{
DialogueManager.StartConversation(dialogueActor.actor + " Conversation");
}
- 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!
- 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.
- 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 ...
- 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...