Working on it today. :-) I'll release a patch on the Pixel Crushers download site when it's ready. If you need access, please email your Asset Store invoice number (for the Dialogue System) to tony (at) pixelcrushers.com
Would it work to have a sequencer command ACCam(on/off) that lets you disable and enable AC control? ACCam(off) could also wait for the camera to stop moving before disabling control.
I'll think about other ways to handle this, too. There are some …
> As I was typing this, we stumbled with the solution. Changing the Take Camera Control to Never in the Dialogue Manager seems to fix the issue.
The option exists for this very reason, so you found the right solution.
> The way it is right no…
Hi,
The Dialogue System's "Voice()" sequencer command just calls Unity's audio.Play() and animation.CrossFade(). The dialogue entry will wait until the audio and animation are done before moving to the next dialogue entry or response menu,…
Hi wrongtarget,
This updated package adds an optional third parameter to the AC() sequencer command. The syntax is:
AC(actionList, wait|nowait, stepIndex)
* "wait"/"nowait" specifies whether the sequencer should wait for the…
Hi wrongtarget, thanks for the idea. I'd like to keep the Dialogue System as streamlined as possible by sticking with the variable method. Do you have any suggestions for making it easier to handle through variables? The third party action could inc…
Happy to help. In the future, if you want to use Player in the database, you can add an Override Actor Name component to MainChar and specify "Player".
I think my documentation was just a bit lacking. I tried to clarify it a bit in the next version. "If Player Involved" will only be true if:
1. In the dialogue database, the conversation's actor is a player character (i.e., the actor's Is…
The support package relies on Adventure Creator's cursor management, but
something might have changed in it. I'll take a look and post back here
later today.
Good idea. I just added it. It will be in the Dialogue System v1.3.5 release coming out today. In order to find the ActionListAsset at runtime, it needs to be somewhere in a Resources folder.
Fixed. Here's the updated support package: http://pixelcrushers.com/dialogue_system/download/AdventureCreator_Support_2014-08-02.unitypackage
I mistakenly thought GameEngine persisted between scene changes, but I guess that explains why there's also…
Sorry, I shortened the code on the Adventure Creator integration page to try to make it easier to read. I'll provide the full namespace in the next release. Try:
PixelCrushers.DialogueSystem.DialogueTime.Mode = PixelCrushers.DialogueSystem.DialogueT…
Sorry this post comes so late in the day!
Today's 24 Hour Deal is the Dialogue System for Unity, available at 65% off for only $12.25 USD.
It's an easy way to use other GUI systems such as NGUI, DF-GUI, or 2D Toolkit for conversations and quest logs…
An updated Adventure Creator Support package for AC v1.34b is on the Pixel Crushers customer download site. If you need access, please email your invoice number to tony (at) pixelcrushers.com. Please note that this updated support package requires A…
You can now download an updated support package from the Pixel Crushers customer download site. If you need access, please email your invoice number to tony (at) pixelcrushers.com.
This version has been thoroughly tested with Adventure Creator 1.33b…
I'm working on it today. :-)
An updated support package should be on the customer site by the end of the day. I'll post here and on the Dialogue System forum thread when it's ready to download.
The example scene now also includes a bark example a…
Try unticking "Turn Off Adventure Creator". In v1.2.3, if it's ticked,
then the bridge calls TurnOffAC() and TurnOnAC(). If you're calling AC()
in a Dialogue System sequence, you don't want to turn off AC.
If it's unticked, it sets game…