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  • replied
    Hi there. I just bought this project but for some reason, even when I enable show Plugin Folder in the editor, nothing show up so I cannot get access to the demo widget. Does anyone know what happen?

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  • replied
    Originally posted by JoeWintergreen View Post
    Hey CodeSpartan, question: Over a year ago we bought this and made some modifications (so that you don't have to go into C++ to set up conditions, etc). Just wondering if you've made any major changes of your own in that time that we might be missing out on.
    Yea, conditions are now blueprint objects. Check out the events and conditions video.

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  • replied
    I just noticed that events aren't firing on PC answers. Is this intentional?

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  • replied
    Hey CodeSpartan, question: Over a year ago we bought this and made some modifications (so that you don't have to go into C++ to set up conditions, etc). Just wondering if you've made any major changes of your own in that time that we might be missing out on.

    Leave a comment:


  • replied
    Hello,

    Is there a way to track the updates of the plugin? we are using it in our SVN and currently working on 4.18.
    It will be great if I could know if there were a bug fixes or new features rather then just support of 4.20 for example...

    thanks!

    Leave a comment:


  • replied
    Originally posted by Quantum Theory View Post
    Thanks for this excellent and powerful plugin. I picked it up the other day.

    I have an NPC who is a main character. When you meet her, you'll get one series of dialogue. When you speak to her again, it'll be another. If you finish a quest, you'll get another series, and so forth..

    So, for multiple dialogues from a single NPC, which would you recommend?

    1. Putting all the dialogue text series' into a single Dialogue object and having conditions control which get run?
    2. Put all dialogue text series' into individual Dialogue objects, put them into an array or map, then have the NPC actor object have logic to control which gets run?

    Also, would you mind elaborating on how the graph for the main widget is done so we can do our own? I know the documentation suggests duplicating, but I want to be able to understand how it's constructed so I can go further.

    Thanks again!
    I would go for #2, but I never worked on an RPG with complex dialogues yet, so it's basically a guess.

    As for your second question, do you mean the UMG widget or the Slate graph where you write your dialogue? I'm going to assume the former, because this is what has to be duplicated.

    So for the UMG widgets, there's only 2 entry points.
    - One is in the Event Construct in the DialogueWidget when it gets spawned.
    - The other one happens in ReplyWidget when you select a reply - OnClicked (ButtonReply).

    I would recommend placing a breakpoint on those two, then stepping in and seeing for yourself where the execution leads you. The widgets' logic has comment blocks around them.

    In short, the only cpp method that drives the whole process is GetNextNodes(). You start the dialogue by getting the first node (Dialogue -> Data[0]) and feeding it into GetNextNodes(). If it returns an NPC node, you display it, then feed it into GetNextNodes() again and display the PC replies. Once the PC reply has been selected by the player, you feed it into GetNextNodes() and the process repeats. Everything else around it is just UMG logic.
    Last edited by CodeSpartan; 06-14-2018, 08:22 AM.

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  • replied
    Thanks for this excellent and powerful plugin. I picked it up the other day.

    I have an NPC who is a main character. When you meet her, you'll get one series of dialogue. When you speak to her again, it'll be another. If you finish a quest, you'll get another series, and so forth..

    So, for multiple dialogues from a single NPC, which would you recommend?

    1. Putting all the dialogue text series' into a single Dialogue object and having conditions control which get run?
    2. Put all dialogue text series' into individual Dialogue objects, put them into an array or map, then have the NPC actor object have logic to control which gets run?

    Also, would you mind elaborating on how the graph for the main widget is done so we can do our own? I know the documentation suggests duplicating, but I want to be able to understand how it's constructed so I can go further.

    Thanks again!
    Last edited by Quantum Theory; 06-08-2018, 10:34 PM.

    Leave a comment:


  • replied
    Originally posted by Nemo1991 View Post
    Hey there.
    I have a question about the dialogue events functionality:
    Is it possible to turn it in some kind of a static event dispatcher? In the tutorial video I see that You've used a controller blueprint to interact with other actors. Is there a more modular approach possible?

    Essentially I would like for it to work along these points:
    1. I create an instance of my blueprint that shows a dialog in a level when a player goes near it. (imagine a NPC that starts a conversation when You approach him)
    2. I chose in the instance which dialogue should be used here. (may be kept as variable in the blueprint - no problem)
    3. I add some events to the dialogue to make it more influential on the environment and define it's parameters. (ex. event that would change a light color and I pass in the dialogue node the color value)
    4. I add listening functionality to some actor's blueprint (a blueprint class maybe?) that listens for a particular event and does something with it. (ex. a light changes it's color defined previously in the dialogue)
    5. I create 5-6 more instances of the light and they should automatically listen for the same event.
    6. I create a different blueprint that also listens for the light changing event and do something different with it. (ex. when the player choose the red color the gate with the same color opens)

    I've already tried event dispatchers, but You need a target to bind in to that, and I don't know how to get an instance of the event from a different blueprint.
    Please, let me know if the explanation is sufficient enough and You get what I'm trying to achieve here (reusability is the key). Also, I should mention that I'm new to the Unreal Engine stuff as I previously worked with Unity for couple of years (there I would simply do it with a static event and a Monobehaviour that adds a delegate to it), so this may be a trivial issue or some known design pattern that I can't seem to grasp.

    Thanks in advance and I hope for Your, much needed, support.
    To answer your question, nodes such as "Get All Actors of Class", "Spawn Actor from Class", "Set Timer By Event", etc have all been exposed to the plugin's conditions/events system in the later versions of the plugin (rendering the tutorial slightly obsolete), so now you don't have to interact with the environment through the PlayerController. It's all possible right inside the condition/event logic.

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  • replied
    Originally posted by cloganart View Post
    Hey there

    I was wondering the network capabilities of this project. We are working on an MMO and we need a dialogue system that we can incorporate with our quests. I was wondering the network replication capabilities of This system in particular.
    There's no out of the box network support, no. Dialogue lines in MMOs aren't normally sent through the network, so I would suggest sending node ids from client to server every time you select a dialogue line. Clients would have authority in navigating the dialogue tree (so no delay occurs), but the server would have to check if the navigation that is happening is allowed, and if so, would fire necessary events.

    Originally posted by SirCashinOut View Post
    How can I get animations played on NPC Answers?
    Depends. There are multiple ways to go about it depending on how frequently you want animations to play, and if you want specific montages to play or just a random chit chat animation to play every time the NPC says something.

    If it's the former, I'd suggest each node to have an enum chat_animation {Angry, Casual, Casual 2, Amused, etc}, and to have the UMG widget trigger that animation on the NPC every time a new NPC line is displayed. I can go into more detail about that if this is what you need.

    And if you simply want to play a specific montage, try doing it through the event system that is described in tutorial #2.


    Originally posted by codarth View Post
    The NPCActor node coming off 'Event Recieve Event Triggered'... What does it return? I tried printing just the name of the 'whatever it is' and get nothing. The Considering Player node gives me the player controller.


    PS... Receive is spelt wrong. Thought you should know.

    Make sure something is connected to the NPCActor pin when spawning the dialogue widget:

    Last edited by CodeSpartan; 06-03-2018, 11:53 AM.

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  • replied
    Originally posted by Wu Yao View Post
    Could you make a video how you trigger the dialogue with gamepad? Many thanks
    Code Spartan made a few videos showing how to do this.
    - Part 1 https://www.youtube.com/watch?v=Xs1m...ature=youtu.be
    - Part 2 https://www.youtube.com/watch?v=4wq1...ature=youtu.be

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  • replied
    The NPCActor node coming off 'Event Recieve Event Triggered'... What does it return? I tried printing just the name of the 'whatever it is' and get nothing. The Considering Player node gives me the player controller.


    PS... Receive is spelt wrong. Thought you should know.

    Leave a comment:


  • replied
    Could you make a video how you trigger the dialogue with gamepad? Many thanks

    Leave a comment:


  • replied
    Hey there

    I was wondering the network capabilities of this project. We are working on an MMO and we need a dialogue system that we can incorporate with our quests. I was wondering the network replication capabilities of This system in particular.

    Leave a comment:


  • replied
    Hey there.
    I have a question about the dialogue events functionality:
    Is it possible to turn it in some kind of a static event dispatcher? In the tutorial video I see that You've used a controller blueprint to interact with other actors. Is there a more modular approach possible?

    Essentially I would like for it to work along these points:
    1. I create an instance of my blueprint that shows a dialog in a level when a player goes near it. (imagine a NPC that starts a conversation when You approach him)
    2. I chose in the instance which dialogue should be used here. (may be kept as variable in the blueprint - no problem)
    3. I add some events to the dialogue to make it more influential on the environment and define it's parameters. (ex. event that would change a light color and I pass in the dialogue node the color value)
    4. I add listening functionality to some actor's blueprint (a blueprint class maybe?) that listens for a particular event and does something with it. (ex. a light changes it's color defined previously in the dialogue)
    5. I create 5-6 more instances of the light and they should automatically listen for the same event.
    6. I create a different blueprint that also listens for the light changing event and do something different with it. (ex. when the player choose the red color the gate with the same color opens)

    I've already tried event dispatchers, but You need a target to bind in to that, and I don't know how to get an instance of the event from a different blueprint.
    Please, let me know if the explanation is sufficient enough and You get what I'm trying to achieve here (reusability is the key). Also, I should mention that I'm new to the Unreal Engine stuff as I previously worked with Unity for couple of years (there I would simply do it with a static event and a Monobehaviour that adds a delegate to it), so this may be a trivial issue or some known design pattern that I can't seem to grasp.

    Thanks in advance and I hope for Your, much needed, support.

    Leave a comment:


  • replied
    How can I get animations played on NPC Answers?
    Last edited by SirCashinOut; 04-23-2018, 08:05 AM. Reason: Fixed my other problem...

    Leave a comment:

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