Search found 45 matches

by Esylin
Tue Jul 25, 2023 12:59 pm
Forum: Dialogue System for Unity
Topic: Response menu problems
Replies: 3
Views: 239

Re: Response menu problems

Use a Vertical Layout Group: What if I only want the response button activate, but not the subtitle text? Using a vertical layout group will display the response button and the subtitle text together. Are there anyway to clear the subtitle text before the response menu activate? Can you verify that...
by Esylin
Mon Jul 24, 2023 4:48 pm
Forum: Dialogue System for Unity
Topic: Response menu problems
Replies: 3
Views: 239

Response menu problems

Hello, I have 2 response menu problems that I need help with: 1) When my response menu is activated, it appears on top of the dialogue text. Since my dialogue UI design is half transparent, it looks like the response menu is stacked on top of the dialogue text. Please see the image below: Response M...
by Esylin
Fri Jun 09, 2023 12:58 pm
Forum: Dialogue System for Unity
Topic: Dialogue conditions execute too fast
Replies: 7
Views: 317

Re: Dialogue conditions execute too fast

Instead of 7 empty nodes, try 1 node with this Sequence: Continue()@0.5 This will delay 0.5 seconds, which isn't what we'll want in the end, but it'll tell us if a delay works at all. Alright! It looks like 2 empty nodes with Continue()@0.1 works, and it doesn't feel like the conversation delayed t...
by Esylin
Fri Jun 09, 2023 10:33 am
Forum: Dialogue System for Unity
Topic: Dialogue conditions execute too fast
Replies: 7
Views: 317

Re: Dialogue conditions execute too fast

If the PlayMaker FSM changes states, it may take an extra frame to change state, which would require the extra node. My PlayMaker FSM changed states about 4 times, I tried to use 7 empty nodes with Continue() but it still doesn't work. :cry: If there are no other way to solve this I can try to make...
by Esylin
Thu Jun 08, 2023 2:03 pm
Forum: Dialogue System for Unity
Topic: Adding Custom Field and problems
Replies: 8
Views: 507

Re: Adding Custom Field and problems

Tony Li wrote: Thu Jun 08, 2023 7:59 am Would it be possible for you to send a reproduction project to tony (at) pixelcrushers.com?
Sure. Once I find a way to reproduce this bug more consistently I'll try to organize a package for this. :)
by Esylin
Thu Jun 08, 2023 2:00 pm
Forum: Dialogue System for Unity
Topic: Dialogue conditions execute too fast
Replies: 7
Views: 317

Re: Dialogue conditions execute too fast

Tony Li wrote: Thu Jun 08, 2023 8:03 am Hi,

You should only need to insert one entry, and set its Sequence to None() or Continue(). (Use Continue() if you use continue buttons.)
Hi, I tried this, it looks like this works with dialogue system Lua scripts but not playmaker game object. :cry:
by Esylin
Thu Jun 08, 2023 5:05 am
Forum: Dialogue System for Unity
Topic: Dialogue conditions execute too fast
Replies: 7
Views: 317

Dialogue conditions execute too fast

Hi, I made a DnD style persuade skill check system run by PlayMaker. It works like this: 1) If the player select "Persuade" from the response menu, a Playmaker game object Scene Event will be executed. The PlayMaker game object will calculate the skill formula and return 2 bool results to ...
by Esylin
Thu Jun 08, 2023 3:17 am
Forum: Dialogue System for Unity
Topic: Adding Custom Field and problems
Replies: 8
Views: 507

Re: Adding Custom Field and problems

Hi, Which GameObject is the "activated game object" that you're referring to? If it's the response button itself, you could assign two events to the Button component's OnClick(): 1. StandardUIResponseButton.OnClick 2. GameObject.SetActive (checkbox unticked) Hi, the activated game object ...
by Esylin
Wed Jun 07, 2023 2:21 pm
Forum: Dialogue System for Unity
Topic: Adding Custom Field and problems
Replies: 8
Views: 507

Re: Adding Custom Field and problems

Hi, I have another question with "ActivateOnResponseHover.cs" :( Right now my response button template has event trigger component and pointer enter/exit/click configured to control the game objects that activate and deactivate as the player select different choices with the mouse. However...
by Esylin
Sun Jun 04, 2023 3:07 pm
Forum: Dialogue System for Unity
Topic: Retrieve actor data and store it in a PlayMaker variable
Replies: 3
Views: 356

Re: Retrieve actor data and store it in a PlayMaker variable

Hi, Since you can add your own custom fields, the PlayMaker integration provides a general-purpose way to get the value of any field. Use the Get Lua Field action. (See Lua / Internal Data Actions .) Oh nice, this is awesome! :D :D I can even change the description based on story event with lua! :D...