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  • replied
    Hi CodeSpartan! Thanks for the plugin!

    I am using Unreal 4.21. My Unreal crashes when the execution reaches the dialogue node with an event.

    For example,
    I have added a small DialogueEvent in your "DialogueVrDemo" project. I have added 2 images to show where I have added the event and the logic of the event. Unreal crashes whenever I reply with Answer #1.

    Can you please help?
    Thanks!
    Attached Files
    Last edited by BladeMaster; 01-04-2019, 04:30 PM.

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  • replied
    Hey Code Spartan! Thanks for this awesome Plugin!

    I'm messing around with it, and was wondering if there was a "close dialogue" event or something like that? Or is it better to just simply lead to an end node?

    Also, when the dialogue closes, my controller / character can no longer look around without holding the mouse down. How would I go about fixing that?



    Thanks in advance!

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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.

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  • replied
    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.

    Leave a comment:


  • replied
    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!

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

    Leave a comment:


  • replied
    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

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  • replied

    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...

    Leave a comment:


  • replied
    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.

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  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

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  • replied
    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.

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