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  • replied
    Originally posted by Glabrezu View Post
    Could you show me your CheckConditions logic please?
    I managed to solve the issue this morning, all I needed to do was combine the two bools with an "And" node.

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  • replied
    Originally posted by Jazz View Post
    I've now run into a new problem. I would like to set two conditions for dialogue to appear. One for "Gender" and one for "Race". I've set these up in the C++ and they show up in the dialogue editor. However if I have 2 NPC responses, one with the conditions "Female" "Human" and the other with "Female" "Alien", the human female dialogue is shown and not the female alien one.

    It looks like the dialogue is only taking the first condition (Gender) into account and ignoring the second condition (Race).
    Could you show me your CheckConditions logic please?

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  • replied
    I've now run into a new problem. I would like to set two conditions for dialogue to appear. One for "Gender" and one for "Race". I've set these up in the C++ and they show up in the dialogue editor. However if I have 2 NPC responses, one with the conditions "Female" "Human" and the other with "Female" "Alien", the human female dialogue is shown and not the female alien one.

    It looks like the dialogue is only taking the first condition (Gender) into account and ignoring the second condition (Race).

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  • replied
    Originally posted by Glabrezu View Post
    Thanks for reporting this! We reproduced the issue and it's a bug in the UMG widget. Conditions only worked if they were preceded by a PC line. We've fixed it and it'll be included in the next version.
    That worked perfectly thank you! Glad I tested that out today.

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  • replied
    Originally posted by Kiwikah Inc View Post
    Just got this ! - Seems to work great - is there gamepad support?
    I saw your question on the marketplace, where you specifically asked if it was possible to introduce gamepad support that works like in Fallout 4.

    We've added a "FAQ" section to the documentation where you can now find a mini-guide on how to achieve that.

    Originally posted by TBWright View Post
    THave you planned on functionality (or is there currently functionality) to proceed from one NPC line to the next based on an arbitrary timer? Or could this be implemented through UMG?
    Sure, it's possible to do that from the UMG. Currently it creates a "Continue" reply, but you can add a delay instead (or in addition to it).

    Originally posted by erWilly View Post
    The event logic it is in the widget, and the widget is generic for all npc, if I have a 10 npc with 10 doors. Need i do a chech for the 10 doors?
    Can you provide a specific example of dialogues and conditions that you have trouble with implementing?
    It's supposed to work like this: let's say you have a "money" condition. One dialogue requires the player to have 10 gold and another dialogue has replies that require 20 gold and 30 gold respectively. The logic to check this is the same and is located in the dialogue widget, but allows to have different checks in different dialogues.

    Originally posted by Jazz View Post
    Me again! I've moved onto conditions now, I've watched the tutorial and it seems fairly straightforward but I'm having problems setting a Text based condition.
    Thanks for reporting this! We reproduced the issue and it's a bug in the UMG widget. Conditions only worked if they were preceded by a PC line. We've fixed it and it'll be included in the next version.

    In the meantime, here's how you can fix it so you don't have to wait:

    1.


    2. Create a variable CurrentNode of type Dialogue Node and set it here:


    3.
    Last edited by Glabrezu; 06-12-2016, 06:20 PM.

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  • replied
    Me again! I've moved onto conditions now, I've watched the tutorial and it seems fairly straightforward but I'm having problems setting a Text based condition.

    I have a variable within my PC called "Gender", I've added the C++ code for an FText condition called "Gender". It shows up in the dialogue editor as a condition and I've added the BP logic for it to compare the Gender text. The problem I'm having is that dialogue will only show the first tree regardless of the condition. Have I missed something from the C++?

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  • replied
    I did check the docs and the videos, look very professional but i have a concerns.

    The event logic it is in the widget, and the widget is generic for all npc, if I have a 10 npc with 10 doors. Need i do a chech for the 10 doors?
    Or if every npc check different player's skill? Is the widget holding all logic from all checks?

    The other way be will duplicated the widget for each npc???


    Really i like you plugin but... Do you think that the logic of events need to be in another blueprint.?
    In the create widget a entry pin for example.
    Or I missing something.

    And anothe question. Have the pre building plugin a set of basic event, animated montage and array of ftext is enought for me,( because the text can fire any code skipping the need of use c++).
    Last edited by DomusLudus; 06-12-2016, 09:05 AM.

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  • replied
    This looks pretty awesome. Quick question:

    Have you planned on functionality (or is there currently functionality) to proceed from one NPC line to the next based on an arbitrary timer? Or could this be implemented through UMG?

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  • replied
    Originally posted by Kiwikah Inc View Post
    Just got this ! - Seems to work great - is there gamepad support?
    Sure, you can customize the UMG widget to support gamepad controls, whether it is to navigate the answer list with the d-pad or to bind each answer to one of the right side buttons. If it's the former, you can check out the top rated answer here. Feel free to ask if more questions arise.

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  • replied
    Just got this ! - Seems to work great - is there gamepad support?

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  • replied
    Originally posted by Rathren View Post
    I put sound into a PC node but only the sound of the NPC is played. How can I change that?
    The demo dialogue widget is based on how it's handled in Skyrim. If you want to make it like in Mass Effect, you have to make the following modifications:



    You can see that it does the following:
    - sets the text at the bottom from the PC node that you clicked
    - plays the sound
    - waits for the sound duration + 0.5 seconds
    - then after that delay, it goes to the NPC reply

    Note that in this scheme, if there is no sound, the player line will remain on screen for 0.5 seconds, so if some of your player lines aren't voiced, you should make necessary adjustments.

    Originally posted by Rathren View Post
    But when ever I compile it unreal crashes without crash report. I did everything exacly as in the documentation. I am currently useing ue 4.12.1
    Unreal 4.12.1 had a major bug that crashed the editor on blueprint compilation for a lot of people. Could you try that again in 4.12.2? This bug is fixed in that build.

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  • replied
    I put sound into a PC node but only the sound of the NPC is played. How can I change that?

    And I creaed the MyDialogueWidget to Customiz the widget. But when ever I compile it unreal crashes without crash report. I did everything exacly as in the documentation. I am currently useing ue 4.12.1


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    Last edited by Rathren; 06-10-2016, 08:45 AM.

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  • replied
    Originally posted by Arixsus View Post
    From what I see, it looks like you just need to filter the string twice by doing a replace, set your options, then use that replace return value as the source for the next replace. I'm not in front of UE4, so I can't be for certain but that should work for what you are trying to do.
    That worked perfectly thank you! Of all the things I tried it never occurred to me to do that.

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  • replied
    Originally posted by Jazz View Post
    This plugin has been great so far but I've hit a wall trying to figure out how to combine multiple text replacement macros. What I'm trying to do is setup a "replace "%pctitle% and "%pcsurname"" within the same dialogue. I thought I could achieve it through the use of an append function (as shown below) but the dialogue will only replace whichever one is plugged into "A" on the append node and leave the others as "%variablename%". Is there a certain way of going about achieving this? Thank you.

    [ATTACH=CONFIG]96867[/ATTACH]
    From what I see, it looks like you just need to filter the string twice by doing a replace, set your options, then use that replace return value as the source for the next replace. I'm not in front of UE4, so I can't be for certain but that should work for what you are trying to do.

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  • replied
    This plugin has been great so far but I've hit a wall trying to figure out how to combine multiple text replacement macros. What I'm trying to do is setup a "replace "%pctitle% and "%pcsurname"" within the same dialogue. I thought I could achieve it through the use of an append function (as shown below) but the dialogue will only replace whichever one is plugged into "A" on the append node and leave the others as "%variablename%". Is there a certain way of going about achieving this? Thank you.

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