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Post by deidrereay on Jan 8, 2020 19:56:44 GMT
Pretty straightforward question.
Has anyone used our system here with the Dialogue System for Unity?
What do you think about it? Does it integrate well? It looks like a great system and was thinking about picking it up but wanted to see what anyone else who has used it thinks.
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Post by dottdogg on Jan 8, 2020 20:31:50 GMT
We've been using it for our game and it integrated pretty well. We use an older version of their software though, so I can't say how it is for their newest version. They have a nice guide on how to integrate it with the Invector system in their help documentation.
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Post by hobbycoder on Jan 8, 2020 20:32:11 GMT
yup..there's an invector integration within the package..and example too
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Post by shadex on Jan 9, 2020 19:16:03 GMT
Pretty straightforward question.
Has anyone used our system here with the Dialogue System for Unity?
What do you think about it? Does it integrate well? It looks like a great system and was thinking about picking it up but wanted to see what anyone else who has used it thinks.
I'm using it right now. It's pretty simple, easy to setup. It has integrations with everything, and the workflow is pretty lighting fast. You just have to get use to their Lua Code. I had first only really wanted it for dialog and quests, however it's looking like it can handle full cut scene's, mini games, etc. It also has integration with lipsync pro, which is really the only reasonable way to get voice acting in. It's one of the few assets i would considered must have's.
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Post by dagoat on Jan 13, 2020 1:33:05 GMT
I coincidentally brought the Pixel-crushers Dialogue System last month. It was kinda confusing getting it to work with Invector but their devs are very active on their forum and cleared up my issues. Also works well with other engines, 2d and 3d
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Post by deidrereay on Jan 22, 2020 19:23:00 GMT
So I bought dialogue system but having troubles trying to setup the on use portion described in this video
Cant seem to in my melee controller inputs even find an on use. Maybe I am overthinking this. What did you guys need to do to set it up to work correctly??
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Post by Legion on Jan 22, 2020 20:09:56 GMT
I have not tried that asset for a long time, but I am very sure that it has integration with Invector's one, the Dialogue System developer is amazing and if you have any problem it will solve it right away.
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Post by deidrereay on Jan 23, 2020 22:00:58 GMT
Pretty straightforward question.
Has anyone used our system here with the Dialogue System for Unity?
What do you think about it? Does it integrate well? It looks like a great system and was thinking about picking it up but wanted to see what anyone else who has used it thinks.
I'm using it right now. It's pretty simple, easy to setup. It has integrations with everything, and the workflow is pretty lighting fast. You just have to get use to their Lua Code. I had first only really wanted it for dialog and quests, however it's looking like it can handle full cut scene's, mini games, etc. It also has integration with lipsync pro, which is really the only reasonable way to get voice acting in. It's one of the few assets i would considered must have's.
Hey Shadex wondering if you could maybe help me understand a few things using Pixel Crushers Dialogue System. So far everything has been great and easy as you said (thanks for the advice on this asset) Except kind of having so trouble setting up even a basic quest with the lua functions for invector. Say i wanted a go get two health potions and bring them here (invector ID (2)) do i need to set up a variable then for that? trying to use the documentation and tutorials but hit a hurdle with this. If you dont have the time no worries im keep diggin but a little help would be appreciated
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Post by shadex on Jan 27, 2020 5:02:52 GMT
I'm using it right now. It's pretty simple, easy to setup. It has integrations with everything, and the workflow is pretty lighting fast. You just have to get use to their Lua Code. I had first only really wanted it for dialog and quests, however it's looking like it can handle full cut scene's, mini games, etc. It also has integration with lipsync pro, which is really the only reasonable way to get voice acting in. It's one of the few assets i would considered must have's.
Hey Shadex wondering if you could maybe help me understand a few things using Pixel Crushers Dialogue System. So far everything has been great and easy as you said (thanks for the advice on this asset) Except kind of having so trouble setting up even a basic quest with the lua functions for invector. Say i wanted a go get two health potions and bring them here (invector ID (2)) do i need to set up a variable then for that? trying to use the documentation and tutorials but hit a hurdle with this. If you dont have the time no worries im keep diggin but a little help would be appreciated Let's try this. I'll write how to do a kill quest, with the options to do your potion example in the steps. This way you will have directions to both, and because the next question will be about the kill quest. That and i'm in the middle of backup, so i have some time. A lot of this is in the online manual. www.pixelcrushers.com/dialogue_system/manual2x/html/index.html under Quests and Invectors LUA code is under Third Party Integrations. It gives examples to steal from and Syntax.
So to make a Quest Variable, go to the Quest/Items Tab and create the variable. Now fill out the rest, and check off HasEntry if you want the Quest UI Tracker to pop up. You can fill it with LuaCode
Create a variable for the monsters your going to kill in Variables
In the Conversations menu you need to setup multiple states for if the quest is unassigned, assigned, etc for each state you plan on having. Put these under Conditions Here is the LuaCode
CurrentQuestState("QuestVariable") == "success" CurrentQuestState("QuestVariable") == "unassigned" CurrentQuestState("QuestVariable") == "active"
Then put a IncrementOnDestroy script on a monster to kill and select the Variable you created for the Monsters your going to kill (Skip if your only tracking a variable)
On the dialogue chain with CurrentQuestState("QuestVariable") == "unassigned", put a response to accept the quest.
On that Response set the quest state with SetQuestState("QuestVariable", "active") in the Script (not conditions) That will activate the quest.
Now on the CurrentQuestState(QuestVariable) == "active" make it say "Did you complete the quest". Make a Yes response and a No response.
On the Yes response in the Conditions section put: Variable["MonsterVariable"] >= 1 to check for Variables in DialogueSystemPro or use vGetItemCount(itemID:int) to check for an item in your inventory. So if Health Potions where ID 2 in Invectors inventory system it would be vGetItemCount(2) >= 4 if you wanted to check for 4 potions. and then in the Script section put: SetQuestState("QuestVariable", "success") so that if your conditions are true it will complete the quest.
Now finally, Under the CurrentQuestState("QuestVariable") == "success" dialogue chain you can put the LuaCode for the reward in the Script section. Add a response and in the Script section put vAddItemByID(3, 1, true) . If you're using Invector's example items, 3 is the ID for the sword. So the command above adds 1 sword to the player and auto-equips it.
Hope that helps
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Post by deidrereay on Jan 27, 2020 18:36:25 GMT
Thank you very much. I spent a good 5 hours diggin into this and with what you have put out I had it mostly worked out but was having a damn tough time at first, but got to same conclusion that you have layed out. It does some time to get t6his lua code figured out but am enjoying it so far. Only thing i cant seem to figured is for me I have the quest tracker that pops up (Upper right) say 0/2 Potions however when player grabs one or two potions it does update until returning to NPC who i am guessing with the lua code vGetItemCount(2) then updates that quest tracker. You know what i need to eanable somewhere that would update the qwuest tracker? Thanks again for the help it worked perfect except for updating quest tracker.
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