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  • replied
    Originally posted by erWilly View Post
    hi Glabrezu I haven't the plugin yet. I am a 99% future costumer. but I wanna skip the c++ part.
    Same here. I would like to buy your plug-in, but... I will not, if I wont be able to do everything in blueprints.

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  • replied
    c++ struct... I suppose it will be fixed data. There's no blueprint structure type?

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  • replied
    Originally posted by erWilly View Post
    Thanks for your time.

    ok. So I cannot put a struct type inside the struct FdialogueEvents .
    Sure you can, as long as it's a C++ struct.

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  • replied
    Thanks for your time.

    ok. So I cannot put a struct type inside the struct FdialogueEvents .

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  • replied
    Originally posted by erWilly View Post
    but I wanna skip the c++ part. is it posibble?
    It's not possible to add conditions/events without C++, however knowledge of C++ isn't required as it's simply a matter of copying a few lines and there's a step-by-step tutorial both on video and in text. Text tutorial contains examples of various types that you could need.
    Last edited by Glabrezu; 06-13-2016, 06:54 AM.

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  • replied
    hi Glabrezu I haven't the plugin yet. I am a 99% future costumer. but I wanna skip the c++ part.

    I wonder, if the compiled plugin had a structure in events and conditions, user can add new variables without use c++. Check the screenshoot. is it posibble?

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    Last edited by DomusLudus; 06-13-2016, 06:04 AM.

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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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