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Post by nerdares on Apr 4, 2017 11:26:43 GMT
Any plans to integrate with this?
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Post by uberwiggett on Apr 4, 2017 11:46:01 GMT
it's not too hard to lay over the top, but there may be a few things that would slot together nicely. There is already integration between this and adventure creator too, so integrating those two and this is something I am looking at now.
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Post by tharindu on Apr 4, 2017 13:12:10 GMT
it's not too hard to lay over the top, but there may be a few things that would slot together nicely. There is already integration between this and adventure creator too, so integrating those two and this is something I am looking at now. I am planning to get the free dialogue system named VIDE dialogs integrated with my quest system. I think that's the natural way to go. I haven't thought of tackling random NPC dialogs yet. But here's a simple example. I am not talking to anyone, but I am triggering a dialog where only I talk here in this video. VIDE is lightweight and super strong. drive.google.com/open?id=0B5maePrnUb2-M00wRmprRnAtQm8
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Post by Legion on Apr 4, 2017 18:48:19 GMT
Any plans to integrate with this? Send an PM to Tony, he's always helping.
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Post by abatcat on Jun 11, 2017 7:59:56 GMT
Would really like to see an integration with this. It sort of worked for me before, but after trying to use it with the new shooter I can't trigger conversations by keypress anymore.
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Post by jrackley on Jun 11, 2017 16:38:13 GMT
Would really like to see an integration with this. It sort of worked for me before, but after trying to use it with the new shooter I can't trigger conversations by keypress anymore. Try setting the NPC that you are trying to trigger the conversation with on the CompanionAI layer, that is what worked for me, not sure why it need to be on that layer(maybe other work as well?). That is assuming that you have them all set up with the usable and trigger conversation scripts and all that.
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Post by abatcat on Jun 11, 2017 20:04:58 GMT
The error that I had is resolved now. Had to add Input Button Fire2 back to the Unity's InputManager. I will keep your tip in mind too jrackley.
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