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Dialogue Plugin

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  • replied
    Support for VR mode

    Hi;

    I just bought this, and it looks like it will work well. When I compile, I do so in a VR environment, and need to know how to get that supported. For example, in my demo, when the play hits a trigger box, the conversation is started. However, the text is showing up in the middle of the screen, and does work in the VR world. How can I get it to split onto the two screens? Notice how "Hello world. how are you." is right in the middle.
    Click image for larger version

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  • replied
    Can s1 help me a bit? If it's possible to show a screenshot of how you set up a topdown character to interact with NPC I will apreciate it. I ve failed my attempt
    Last edited by Medvega; 11-17-2016, 05:11 PM.

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  • replied
    Originally posted by Ted Gress View Post
    I'm having some problems with the plugin. First of all, all the widget content isn't there. Second, when I click on npc text, its answer overlaps the last
    set of text.
    Hi! Could you post screenshots of your issues please? I don't understand what exactly is happening there. Also, did you happen to modify anything or did those things just occur when you first installed the plugin?

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  • replied
    I'm having some problems with the plugin. First of all, all the widget content isn't there. Second, when I click on npc text, its answer overlaps the last
    set of text.

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  • replied
    Perfect! You have a new customer =)

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  • replied
    Originally posted by Flashback View Post
    Hi. I asked this on Marketplace plugin page, but maybe someone can answer here sooner:

    1) "Source files included": does this mean I can alter the editor itself to fit my needs? Or even the dialogue mechanics itself (adding cutscene nodes, for example, or other custom nodes I can implement)? I.e. is everything truly available for modifications via the source code, or something is pre-compiled? We can't afford to hit a dead end sometimes during development, so full source code access is a #1 factor for me (which was also a primary argument in "UE vs Unity" choice).

    2) The current conditions system doesn't look too practical to me. We have so many kinds of various checks that listing them all in a column, one by one, won't really work for us. Can it be changed so it works like events system, i.e. executing some blueprint function that returns bool and that can contain any amount of checks inside? This is not feature request, just asking if it's possible to do.
    1) Full source code is included. You can modify the editor itself, add any types of custom nodes, and everything else.

    2) You mean like you typing "CanReceiveCoronationQuest" in the dialogue editor, and then going to blueprints and checking for various things to make sure the player is allowed to get the "coronation quest"? Sure, it's possible.

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  • replied
    Hi. I asked this on Marketplace plugin page, but maybe someone can answer here sooner:

    1) "Source files included": does this mean I can alter the editor itself to fit my needs? Or even the dialogue mechanics itself (adding cutscene nodes, for example, or other custom nodes I can implement)? I.e. is everything truly available for modifications via the source code, or something is pre-compiled? We can't afford to hit a dead end sometimes during development, so full source code access is a #1 factor for me (which was also a primary argument in "UE vs Unity" choice).

    2) The current conditions system doesn't look too practical to me. We have so many kinds of various checks that listing them all in a column, one by one, won't really work for us. Can it be changed so it works like events system, i.e. executing some blueprint function that returns bool and that can contain any amount of checks inside? This is not feature request, just asking if it's possible to do.

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  • replied
    Cheers CodeSpartan! Thank you.

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  • replied
    Originally posted by angelicpyro143 View Post
    Hey, me and my team already have a dialogue system already implemented... were only interested in using the part that allows you to make a conversation flow thru nodes.... Is it possible (even with some extra work) to make the node editor in this plug in with our own system??? Were in Final Project at our college and while we cant use other peoples code for full on systems to make the game we are allowed to use plug-ins to help us create content.

    Hope my question actually made sense.
    Considering the amount of work it would involve and the fact that it's for a college project, it's not something I'd recommend. I suggest you keep your existing system.

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  • replied
    Hey, me and my team already have a dialogue system already implemented... were only interested in using the part that allows you to make a conversation flow thru nodes.... Is it possible (even with some extra work) to make the node editor in this plug in with our own system??? Were in Final Project at our college and while we cant use other peoples code for full on systems to make the game we are allowed to use plug-ins to help us create content.

    Hope my question actually made sense.

    Leave a comment:


  • replied
    Originally posted by popawheelie View Post
    Would it be possibly to go through this with a little more depth? I can get the text to display once, but the player replies get reset when I restart the dialogue in the same play session, even though they are present in the array of VisitedDialogues..
    Sure,



    Then create this function:



    And then:

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  • replied
    Originally posted by Glabrezu View Post
    Here's how I'd do it:

    Make an array of structs "VisitedDialogues" on GameInstance or on PlayerState. Could also put it on PlayerController. Whichever you prefer, just make sure it's persistent between levels.

    The struct "VisitedDialogues" itself should contain:
    1) A reference to a dialogue asset
    2) An array of ints. These will contain the node IDs that you've already clicked before.

    Then, I assume you don't want to hide any nodes that end the dialogue, even if you've clicked them before, right? Because that may result in inescapable dialogues
    Save your reply here, so you avoid saving the dialogue ending nodes in your history:



    Then insert a simple check in the "DisplayReplies" event (it spawns reply lines), so you don't spawn the ones you've already clicked before. You can find it in DemoDialogueWidget -> Event Graph.

    If you have troubles with these explanations or need a more thorough guide, don't hesitate to ask.
    Would it be possibly to go through this with a little more depth? I can get the text to display once, but the player replies get reset when I restart the dialogue in the same play session, even though they are present in the array of VisitedDialogues..

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  • replied
    Originally posted by CodeSpartan View Post
    Sure. It's game agnostic.
    Thanks for the heads up

    Will be picking it up.

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  • replied
    Originally posted by HeadClot View Post
    Hey [MENTION=25447]CodeSpartan[/MENTION]

    Will this work with your MMO Starter kit?

    Just curious
    Sure. It's game agnostic.

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  • replied
    Hey [MENTION=25447]CodeSpartan[/MENTION]

    Will this work with your MMO Starter kit?

    Just curious

    Leave a comment:

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