Announcement

Collapse
No announcement yet.

Dialogue Plugin

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    The update has been processed and is now live.

    Give it a try.

    Leave a comment:


  • replied
    Originally posted by micabreen View Post
    what would be the best way if any to do random lines with this dialogue system ? thanks
    Each line(aka node) has a nodeid, so instead of getting the next node, you can get a random one instead. You'd have to modify the dialoguewidget, where it requests the next logical node. If you go a bit more into detail, I'll be able to give more precise information.

    Leave a comment:


  • replied
    what would be the best way if any to do random lines with this dialogue system ? thanks

    Leave a comment:


  • replied
    Looking forward to getting the update, and props to you for the quick turn around time!

    Leave a comment:


  • replied
    Worked on an update today, will be sending it to Epic in a few hours. They usually approve new versions within 3-4 days.

    List of changes:

    Originally posted by erWilly View Post
    Good idea, added this.

    Originally posted by Mr Janks View Post

    I'm having the same issue. Here's a short clip showing the bug. I hope this gets fixed as soon as possible.
    Thanks for the report, fixed it.

    Also found that empty NPC nodes don't fire any events, so I fixed it as well.

    Originally posted by Mr Janks View Post
    [*]Timers are not working. The BP's are compiling with no errors or attempt by the system to remove the nodes.
    Fixed it.

    Also, remember when I say in the tutorial that you have to access things through PlayerController? That is no longer the case, as you now have access to nodes like GetAllActors, SpawnActor, Linetrace, etc.

    Originally posted by Mr Janks View Post
    [*]Unexposed variables showing up when they shouldn't.[*]Unexposed variables (if clicked on in the dialogue tree) have tendency to crash the engine.
    Added a category called "DoNotShow". If you put a variable into that category, it will not be exposed to dialogue nodes. That category won't exist by default in your conditions/events, so just create it and put your variables into it.
    Last edited by CodeSpartan; 02-23-2018, 09:35 PM.

    Leave a comment:


  • replied
    Alright, ran into another bug. Basic timers do not work inside of the event bp's (I assume its no different for conditions). This is getting to be a bit much. We love the plugin but these issues need to be addressed. Just to recap, the current bugs are as follows.
    • Events are double firing causing serious issues. It breaks the plugin and we are relying on proper event firing.
    • Unexposed variables showing up when they shouldn't.
    • Unexposed variables (if clicked on in the dialogue tree) have tendency to crash the engine.
    • Timers are not working. The BP's are compiling with no errors or attempt by the system to remove the nodes.

    Any ETA on when will these issues will be taken care of Code spartan? The event bug is really holding us back.
    Attached Files

    Leave a comment:


  • replied
    btw, It would be good in the future that events and conditions can have the reference of the npcActor

    Leave a comment:


  • replied
    I forgot to add this to my last post. There's a smaller bug that makes things hard to work with in the dialogue tree. Variables that are not set as exposed still show up in the dialogue tree and they (sometimes) crash the system when you click on them. Not a fun experience. Any ETA on a fix for these issues Code Spartan?
    Last edited by Mr Janks; 02-22-2018, 11:36 PM.

    Leave a comment:


  • replied
    Originally posted by nickjborn View Post
    Quick bug report here about the events...


    I’ve been using this plugin for a while now and enjoying the updates to the events and conditions, but I’ve been noticing a bug in the stock setup that’s causing some issues…


    After a lot of headache as to what was going on, I set up a blank project with a fresh plugin, and it seems that events placed on an NPC reply fire both when the text is shown as well as when that node is exited from (from continue button or next dialogue choice). In the meantime, I’ve modified our widget so that it doesn’t run “do events” when you click through to the next screen, but that also means I can only use events on NPC nodes, not PC choices. Obviously not ideal.


    Any ideas what’s going on or how to fix the issue? If the issue isn’t clear or you can’t replicate it, I can send you more details or the project if need be, but we’ve replicated the issue on two separate systems.
    I'm having the same issue. Here's a short clip showing the bug. I hope this gets fixed as soon as possible.
    Last edited by Mr Janks; 02-22-2018, 11:36 PM.

    Leave a comment:


  • replied

    Quick bug report here about the events...


    I’ve been using this plugin for a while now and enjoying the updates to the events and conditions, but I’ve been noticing a bug in the stock setup that’s causing some issues…


    After a lot of headache as to what was going on, I set up a blank project with a fresh plugin, and it seems that events placed on an NPC reply fire both when the text is shown as well as when that node is exited from (from continue button or next dialogue choice). In the meantime, I’ve modified our widget so that it doesn’t run “do events” when you click through to the next screen, but that also means I can only use events on NPC nodes, not PC choices. Obviously not ideal.


    Any ideas what’s going on or how to fix the issue? If the issue isn’t clear or you can’t replicate it, I can send you more details or the project if need be, but we’ve replicated the issue on two separate systems.

    Leave a comment:


  • replied
    The last update destroy my game but the new event system is awesome, no c++ !!

    Amazing update!

    The father of Domingo Montoya can rest in peace.
    Last edited by DomusLudus; 02-21-2018, 02:06 PM. Reason: funny stuff

    Leave a comment:


  • replied
    I am having an issue setting it up locally (to share with team mates). I followed the instructions in the google doc all the way through (built, etc.), to no avail. I noticed that there is no "Plugins" folder in the solution explorer, if that is an issue, how would I add it?

    Leave a comment:


  • replied
    Originally posted by Zharcus View Post
    Hi, would like to ask in the DialogueConditions & DialogueEvents, after override the function, under event graph, I unable to call (get game mode or get game instance), meaning we need to save all the variables in PlayerController BP?
    You can access anything through the playercontroller. You can make a method inside playercontroller that returns gameinstance like this



    And then simply access it inside conditions/events like this:

    Leave a comment:


  • replied
    Hi, would like to ask in the DialogueConditions & DialogueEvents, after override the function, under event graph, I unable to call (get game mode or get game instance), meaning we need to save all the variables in PlayerController BP?

    Leave a comment:


  • replied
    Just implemented the updated plugin into our project and it's a blessing. It's really allowed me to re-work most of my quest accepting/dropping/completing code in a few hours and completely implement everything into the dialogue system. This will save us so much time in the future. Thanks a million man! I've been grinning/smiling behind my pc for a few hours now.

    Leave a comment:

Working...
X