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    Hello CodeSpartan. Bought it this week and I have a doubt. Is there a way of entering info as a variable to be shown in the dialogue, or only in future versions? And great work by the way!

    Comment


      CodeSpartan, 4.19 does not have anything you did in the video or documentation to duplicate...

      when testing the plugin on 4.20 its fine am i missing something?

      Comment


        Originally posted by AzorMachine View Post
        Hello CodeSpartan. Bought it this week and I have a doubt. Is there a way of entering info as a variable to be shown in the dialogue, or only in future versions? And great work by the way!
        You mean like "Hello, %charname%"? No, I received this suggestion recently and thought it was a pretty interesting one, but it's never been implemented. It's a neat little feature, I'll think about a good way of adding it in a game agnostic way. Or maybe I'll just make a short video of how to add it, because in my mind, this kind of stuff could touch GameInstance or some other general purpose classes, and I can't do this, because it's been my goal to make the Dialogue Plugin as game agnostic and modular as possible. But I hear you, it's a good feature and it's now on my to do list, thanks for reminding me.
        Last edited by CodeSpartan; 11-28-2018, 10:07 AM.
        MMO Starter Kit
        Dialogue Plugin
        Voxel Plugin
        Character Customization: Female
        Character Custmization: Male

        Comment


          Originally posted by Vincion View Post
          CodeSpartan, 4.19 does not have anything you did in the video or documentation to duplicate...

          when testing the plugin on 4.20 its fine am i missing something?
          Answered in email.
          Last edited by CodeSpartan; 11-28-2018, 10:05 AM.
          MMO Starter Kit
          Dialogue Plugin
          Voxel Plugin
          Character Customization: Female
          Character Custmization: Male

          Comment


            I'm having trouble getting this to work. I just downloaded the plugin and made this simple dialogue to test it out:



            For some reason, when I click "where is the game?" nothing happens.

            Comment


              Originally posted by Dinocanid View Post
              I'm having trouble getting this to work. I just downloaded the plugin and made this simple dialogue to test it out:



              For some reason, when I click "where is the game?" nothing happens.
              I couldn't reproduce the problem in a clean project by creating the same dialogue that you have. Are you trying it in an empty project as well? Could you upload your project to google drive and send it to me by mail (it's on my seller's page on the marketplace)? I'd like to have a look at it, if you don't mind.
              MMO Starter Kit
              Dialogue Plugin
              Voxel Plugin
              Character Customization: Female
              Character Custmization: Male

              Comment


                Hey CodeSpartan.
                Great Plugin.
                Im trying to be able to link multiple dialogue text assets together using events. For example NPC says hello. You ask for help and some NPC's can help others can't. I dont want to use conditions for this because I want to be able to reach this dialogue from other dialogs so to avoid repetition id like to be able to fire off an event. Any idea how to do this

                EDIT: essentially I want to be able to define a variable to pass into the dialogue event
                Last edited by ahuss; 12-06-2018, 06:22 PM.

                Comment



                  I'd add simple system called "fact database". It's list of pairs where key is string or gameplay tag. Value could be anything you like: boolean, integer, float.
                  Example: KingFoltest_Met = true.
                  This list has to be stored globally, game instance is great place because it persist through entire game.

                  To hook it up with dialogues, you would need to add new variable with the name of the fact. And add this fact to database after given dialogue line has been played.
                  Yes, it would require to add few lines of code in C++, it's super simple. Although I'm not sure if you're familiar with C++ programming...

                  Comment


                    Originally posted by Cheshire Dev View Post
                    I'd add simple system called "fact database". It's list of pairs where key is string or gameplay tag. Value could be anything you like: boolean, integer, float.
                    Example: KingFoltest_Met = true.
                    This list has to be stored globally, game instance is great place because it persist through entire game.

                    To hook it up with dialogues, you would need to add new variable with the name of the fact. And add this fact to database after given dialogue line has been played.
                    Yes, it would require to add few lines of code in C++, it's super simple. Although I'm not sure if you're familiar with C++ programming...
                    Not sure if this is directed towards my problem but thanks for the idea of a fact database. Don't know why I didn't think of that.
                    As for my initial question thats been solved. Theres a drop down arrow next to the event name in a dialog asset where you can set values for variables that i didnt notice

                    Comment


                      Is there something in it like a time out. That after the time has run out that the dialogue just advances forward?

                      Comment


                        Originally posted by CodeSpartan View Post

                        I couldn't reproduce the problem in a clean project by creating the same dialogue that you have. Are you trying it in an empty project as well? Could you upload your project to google drive and send it to me by mail (it's on my seller's page on the marketplace)? I'd like to have a look at it, if you don't mind.
                        Yeah it's a blank project. I should be able to send you an email about it soon!

                        Comment


                          Originally posted by kai39 View Post
                          Is there something in it like a time out. That after the time has run out that the dialogue just advances forward?
                          There isn't, but it wouldn't be difficult to implement. How comfortable are you in blueprints, and what would be the default response selected by the player?

                          I can give you pointers on how to do that.
                          MMO Starter Kit
                          Dialogue Plugin
                          Voxel Plugin
                          Character Customization: Female
                          Character Custmization: Male

                          Comment


                            Hi, great plugin

                            I'm having problems with the gamepad support, even on the sample project.

                            For some reason, the "On Key Down" function on DemoDialogueWidget is not firing, not even when keyboard, this might be not directly related to your plugin, but I can't make it work, I think it's something related to the widget focus.


                            Appreciate some help. Thank you.

                            Edit: Using Unreal 4.20.3, with the dialogue plugin version from the store.
                            Last edited by scardario; 12-19-2018, 12:11 AM. Reason: Forgot to tell which unreal version I was using.

                            Comment


                              Ok, Solved it. Added a "Set keyboard focus" node referencing the "Player VBox" variable in the DialogueWidget constructor and that did the trick.

                              If you know a better way please tell, for now it worked.

                              Comment


                                Hey a little help here. So the conversation conditions nodes are ran only once and the instant the nodes are shown. Is there any way to manually call for condition any time during branch node is displayed?

                                To put it simply, is there any way I can call an event that will check for the respective condition of the node when I want to?

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