Adventure Creator UI

Announcements, support questions, and discussion for the Dialogue System.
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Qianfulong
Posts: 1
Joined: Wed Nov 23, 2016 5:48 am

Adventure Creator UI

Post by Qianfulong »

Hi,
before i make a purchase i'd like to know if the Dialogue System integration into adventure creator allows me to use the AC UI and AC Subtitles for the dialogues generated with dialogue system. I have my game pretty much done and i do not want to switch over to Unity UI at this time.

Thx in advance.

Cheers
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Tony Li
Posts: 23260
Joined: Thu Jul 18, 2013 1:27 pm

Re: Adventure Creator UI

Post by Tony Li »

Hi,

Partially. You can play subtitles and lipsync through AC, but it doesn't integrate with AC's response menu. In your case, since your game is pretty much done, the Dialogue System might not be the best fit unless you need it to address some major issue, or if you still have a lot of dialogue to write. May I ask what's pointing you toward the Dialogue System for this game? I might be able to suggest the best way to use the Dialogue System or, if you're hitting an issue in AC, maybe I could offer an idea.

If you're still interested in trying the Dialogue System, the evaluation version is free to try. Here are the steps:

1. Import the Dialogue System.

2. Download and import the most up-to-date Adventure Creator Support package from the Dialogue System Extras page.

3. Set up your Dialogue Manager and dialogue database. You'll still need to assign a Dialogue System dialogue UI, too, but you can just use the generic UI and make it invisible so it doesn't get used. To do this, inspect the dialogue UI and set the main Panel's Animation Transitions > Show & Hide to blank strings.

4. Set the Dialogue Manager's Display Settings > Camera Settings > Default Sequence to:

Code: Select all

ACSpeech(entrytag)
(You can read about the ACSpeech() command here.)

5. Set the Dialogue Manager's Display Settings > Camera Settings > Entrytag Format to: Actor Name Line Number.

6. After you write your conversations in the Dialogue Editor, export a Voiceover Script. This will show the entrytag for each line. Name your voiceover files using these entrytags (e.g., "Player42", "Brain9", etc.). If you've already created your voiceover files and want to use their existing names, set each dialogue entry node's Sequence field to: ACSpeech(filename) where filename is the voiceover file that you want to play.
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