Thanks so much now I can replicate Animal Crossing:NH Dialogue system Lol
Yes I will love you can send me the node preset for that
Thanks so much now I can replicate Animal Crossing:NH Dialogue system Lol
Yes I will love you can send me the node preset for that
Ask and you shall receive: PlayAnimationNodePreset.rbxm (2.1 KB)
Go read the function inside the node, you should understand how it works from there. That being said, Iāll explain it anyway. As it currently is, the dialogue has to be inside the NPC youāre talking to for it to play the animation for it. If you want to change this, I recommend creating a new object value inside the node and call it āAnimation Targetā or something like that. It should automatically show up in the node editor afterwards. After that, make the function use that as the target of the animation instead of the parent.
I hope that helps! Let me know if you run into any issues
Yass tysm <3! This will for sure help me!
Weird, when I try to insert a node nothing pops up.
Restart studio. Itās an issue with the node preset folder and how itās inserted into the game.
Yeah, kind of figured that one out. Also, is it possible to play a sound for each letter typed?
Of course. Thereās a for loop in the DialogueHandler script inside the UI that handles the typewriter effect. You can add a play function there.
im kinda dumb haha is there any way to make the dialogue appear when you touch a part?
Youāll need to know some basics of scripting to use this system. I recommend you learn about the Touched event and how to fire remotes.
Sorry for asking a āmaybeā dumb question but where exactly would I put this
(when I mean dialogue thing I mean this)
Anywhere in a script that can reach the dialogue configuration. As Iāve said before in my replies, this plugin does require you to know some basics of scripting for you to is to itās full extent.
Random bug I found (dot in top left) gets triggered when you create a connection between a DialogueRoot and a Prompt and then disconnect it:
Otherwise, this is an amazing plugin! I would suggest that it comes with a button to preinstall the default nodes & handler scripts.
Any updates regarding the node editor itself? and how to fully utilize it Iām so excited.
Probably not for a while: Iāll be insanely busy for a long time.
Hi, how do I move the camera position in the node editor? The configurations folder inside of the obby system opens it up but all the nodes appear on the top left (like this:)
And I donāt know how to fix it.
Edit: and how do I change the speaker name?
You did an amazing job and probably saved a lot of developerās time.
Middle mouse
Read the dialogue params section of the post it should tell you all you need to know.
Hi! Dw I already figured it out myself, and I even made my own templates to use for easier access lol
(the ones that are drawn over with red are the default ones)
Hi, how do you fire dialogue parameters through command nodes? Sorry, i am not good at scriptingā¦
Why does the condition node run multiple times?
If I have it connected to 4 prompts, it will run 4 timesā¦
if I have it connected to 2 prompts, it will run 2 timesā¦
local hasActivatedCrystal = character:WaitForChild("DialogueChecks").hasActivatedCrystal
function Condition.Run()
--Greetings Traveler
if firstIniate == false and hasActivatedCrystal.Value == false then
firstIniate = true
warn("First Time Talking")
return 1
elseif firstIniate == true and hasActivatedCrystal.Value == false then
warn("Second Time Talking")
return 2
end
end
return Condition
output:
Because it runs twice, in this example, it skips the first initial talk.
Am I doing something wrong?