Search found 33 matches
- Tue Nov 22, 2016 8:18 am
- Forum: Love/Hate
- Topic: Using custom game time for FactionMember memory durations
- Replies: 14
- Views: 4336
Re: Using custom game time for FactionMember memory durations
Thanks! It's been a couple months, but I'm about to start actively integrating Love/Hate with our game. Had to focus on some other areas and some heavy refactoring the last couple of months >.< Lots of interesting stuff, and an actual game that we can show off is starting to take form! http://www.sa...
- Tue Nov 22, 2016 8:16 am
- Forum: Love/Hate
- Topic: Is there a way to use Love/Hate without relying on GameObjects?
- Replies: 11
- Views: 4203
Re: Is there a way to use Love/Hate without relying on GameObjects?
This might be a lifesaver for our project. We've seperated all our core code from Unity code. So, for example, our NPC class has no references to or even ideas about anything to do with Unity. The Monobehaviors/gameobjects instead act as the "driver" of the NPC (i.e. the NpcGameObject scri...
- Tue Nov 22, 2016 8:05 am
- Forum: Love/Hate
- Topic: Apex Utillity-AI integration
- Replies: 7
- Views: 2875
Re: Apex Utillity-AI integration
Just thought I'd chip in with an update. I'm about to start integrating Love/Hate with our general game code (had to set it aside since I last posted as we had other priorities, such as combat, farming, and other visual stuff we can show to people). I'll probably end up popping back in with some que...
- Fri Jul 15, 2016 5:33 pm
- Forum: Love/Hate
- Topic: Using custom game time for FactionMember memory durations
- Replies: 14
- Views: 4336
Re: Using custom game time for FactionMember memory durations
Thanks! That'll be very useful!
- Fri Jul 15, 2016 9:05 am
- Forum: Love/Hate
- Topic: Using custom game time for FactionMember memory durations
- Replies: 14
- Views: 4336
Using custom game time for FactionMember memory durations
I was reading through the manual, and noticed that short term memory, long term memory, and PAD stabilization (and probably a few other things) use actual time to tick down. We have our own time concept, basically scale of regular time, but it's variable (for example it can be slower inside building...
- Fri Jul 15, 2016 7:57 am
- Forum: Love/Hate
- Topic: Apex Utillity-AI integration
- Replies: 7
- Views: 2875
Re: Apex Utillity-AI integration
Heh, thought you'd be sleeping now. You ended up replying mid-edit >.< Sounds like my luck. Anyway, we're about to purchase their range of products as well as Love/Hate, so we'll definitely be tackling it in the mean time. I'm sure I'll have some questions spinning up like I did with DS, and probabl...
- Fri Jul 15, 2016 7:16 am
- Forum: Love/Hate
- Topic: Apex Utillity-AI integration
- Replies: 7
- Views: 2875
Apex Utillity-AI integration
Any plans in the works to integrate with Apex Utility-AI? If not and we end up rolling our own, what would be the process for putting it out to the wilds? I assume we'd need both yours and Apex's permission (or could maybe just hand it off to one or both of you). My line of thinking is, given that t...
- Thu Jul 07, 2016 8:36 pm
- Forum: Dialogue System for Unity
- Topic: Is it possible/how to hook up all the things in code?
- Replies: 12
- Views: 2986
Re: Is it possible/how to hook up all the things in code?
Can we just arbitrarily/dynamically add fields. Like if we call SetActorField() to a field we didn't create explicitly will it automatically create it (I guess I'm asking if it's similar to javascript in how it handles adding fields dynamically)?
- Thu Jul 07, 2016 7:52 pm
- Forum: Dialogue System for Unity
- Topic: Is it possible/how to hook up all the things in code?
- Replies: 12
- Views: 2986
Re: Is it possible/how to hook up all the things in code?
Yeah, it's just about where to do the glue code (it shouldn't be in the Character class) and which one ends up being less overall work/code to maintain. Option 2 might be less overall, because if I'm understanding right (and I might not be) we would need to add a parallel variable for every variable...
- Thu Jul 07, 2016 7:19 pm
- Forum: Dialogue System for Unity
- Topic: Is it possible/how to hook up all the things in code?
- Replies: 12
- Views: 2986
Re: Is it possible/how to hook up all the things in code?
Thanks! OnConversationStart/End is definitely useful right now, I still need to fully delve into the various events DS shoots out (I'll be scoping that out more in depth today). I successfully worked DS into our existing interaction system and now it's just going to be refining/interacting with the ...