Another tutorial that shows you one way you can setup the dialogue variables for events/conditions.
The advantage of using this approach is that once you are done, you can create and manage variables from the dialogue assets without modifying any blueprint! They will also persist between different dialogues. This is a powerful tool you can give your writers/scripters.
Disadvantage is a slightly more complicated setup (however you only need to do that once).
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vampy_ro repliedHi we have another video tutorial.
The tutorial shows you how to:
- Branch in the dialogue based on whether a node was already visited or not
- Save/Load the dialogue history
- Branch in the dialogue based on class variables
- Include variables in the dialogue text using text arguments
- Use Events in a dialogue to modify variables inside your actor
- Use the Dialogue Data Display window to see and modify the dialogue related variables runtime
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vampy_ro repliedHey everyone, I would like to make a list of showcased games that uses our Dialogue Plugin.
If you have a game that is published somewhere or a game that is upcoming on some store front tell me and I will add it to our list (marketplace, repository).
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vampy_ro replied -
vampy_ro repliedWe have a NEW Example project, which uses the custom conditions/events and has simpler setup.
Check it HERE
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vampy_ro repliedUpdate v12 is up on the marketplace
Patch Notes: https://gitlab.com/NotYetGames/DlgSystem/-/tags/v12
The new example project and new Docs/Wiki will be based on this version!
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vampy_ro repliedUpdate v11 (alongside hotfix v11.1) is up on the marketplace
Patch Notes:
- https://gitlab.com/NotYetGames/DlgSystem/-/tags/v11
- https://gitlab.com/NotYetGames/DlgSystem/-/tags/v11.1
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vampy_ro repliedUpdate v10 is up on the marketplace
Patch Notes: https://gitlab.com/NotYetGames/DlgSystem/-/tags/v10
Last edited by vampy_ro; 10-01-2020, 02:41 PM.
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vampy_ro repliedOriginally posted by rainor91 View PostHello I bought the plugin yesterday but I am not sure I understand how can we do to make appear the dialogue / launch it Otherwise is it possible to make choices and how
thank you for your understanding
If you have any questions, it would be much faster to answer them in our Discord server in the #support channel.
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rainor91 replied
Hello I bought the plugin yesterday but I am not sure I understand how can we do to make appear the dialogue / launch it Otherwise is it possible to make choices and how
thank you for your understanding
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vampy_ro repliedOriginally posted by GTOokami View PostI wanted to ask, is anyone aware of any tutorials?
I followed an Ispheria tutorial, it was very useful for me to start ..
But now I have to implement multiple dialogues in the same person in different phases of the game, and I'm confused on how to proceed ..
So,
is it advisable to use only one dialogue asset per character,
or to divide several dialogue files one for each occasion in the story process even if the character is only one?
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GTOokami repliedI wanted to ask, is anyone aware of any tutorials?
I followed an Ispheria tutorial, it was very useful for me to start ..
But now I have to implement multiple dialogues in the same person in different phases of the game, and I'm confused on how to proceed ..
So,
is it advisable to use only one dialogue asset per character,
or to divide several dialogue files one for each occasion in the story process even if the character is only one?
Leave a comment:
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vampy_ro repliedOriginally posted by BodaMat View PostAwesome plugin! But I catch issue. Can help me plaease!
ERROR: Missing precompiled manifest for 'DlgSystem'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in DlgSystem.build.cs to override.
This error appear, when I package to Linux.
You were trying to cross compile to linux from windows with a BP project
So the steps you used to make it worked were:
- moved the marketplace version of the plugin into your project Plugins directory. This could have worked also with the gitlab version inside your project too.
- installed the required toolchain https://docs.unrealengine.com/en-US/...ted/index.html
- downloaded the linux dependencies from the launcher for your engine
- installed visual studio https://docs.unrealengine.com/en-US/...tup/index.html
- converted the Blueprint Project into a C++ project by adding an empty C++ class from the Editor
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