v1.2.0
- Added RichText support
- requires the RichText property to be enabled in the Line label
- for example:
<font size="60"><i><b>You</b></i></font>, out of <i>everyone</i>, did <b><i>that</i></b>?!
in the dialogue maker results in this:
v1.2.0
<font size="60"><i><b>You</b></i></font>, out of <i>everyone</i>, did <b><i>that</i></b>?!
in the dialogue maker results in this:Whenever I make new NPC, it allows me to make a dialogue and stuff. Everything works FINE. One issue that defeats the WHOLE purpose of this plugin is the fact that the CLICKDETECTORS don’t even create when I specify them to. It’s so annoying, Can’t find the source of the problem. The older NPCs seem to not even have this issue.
I created a new place, with a new NPC along with new dialogue, and the ClickDetector is there. I also tried it with an old place and NPC, and everything seems fine. Did you try updating the plugin and pressing the “Fix Scripts” button?
Does this work for every device (ie: console, pc and mobile)?
I did try that and stuff. But I fixed it myself with my own method. Thanks.
Yes
New features
Changed the default theme to “BigAndBoldDialogue”
BHickey94 added proximity prompt support
Modularized the ClientAPI for easy access to scripts you make (documentation coming soon)
You can now change themes during the conversation. For example, if you put the following code in an after action, it’ll change the theme back to BareBonesDialogue:
game:GetService("ReplicatedStorage"):WaitForChild("DialogueMakerRemoteConnections").ChangeTheme:InvokeClient(Player, "BareBonesDialogue")
Created a tutorial about creating themes: How to create a theme for Dialogue Maker
BREAKING CHANGE: made all the server settings PascalCase instead of SNAKE_CASE
Bug fixes
Fixed action cache
If we use not the NPC model as a source of dialogues, then we get a lot of errors of this kind:
Если использовать в качестве источника диалогов не модель NPC, то получаем массу ошибок такого плана:
HumanoidRootPart is not a valid member of Model “Workspace.GID” - Client
Stack Begin - Studio
Script ‘Players.GAVsi115.PlayerScripts.DialogueClientScript’, Line 158 - Studio
Stack End - Studio
HumanoidRootPart is not a valid member of Model “Workspace.GID” - Client
Stack Begin - Studio
Script ‘Players.GAVsi115.PlayerScripts.DialogueClientScript’, Line 158 - Studio
Stack End - Studio
HumanoidRootPart is not a valid member of Model “Workspace.GID” - Client
Stack Begin - Studio
Script ‘Players.GAVsi115.PlayerScripts.DialogueClientScript’, Line 158 - Studio
Stack End - Studio
HumanoidRootPart is not a valid member of Model “Workspace.GID” - Client
Stack Begin - Studio
Script ‘Players.GAVsi115.PlayerScripts.DialogueClientScript’, Line 158 - Studio
Stack End - Studio
HumanoidRootPart is not a valid member of Model “Workspace.GID” - Client
Stack Begin - Studio
Script ‘Players.GAVsi115.PlayerScripts.DialogueClientScript’, Line 158 - Studio
Stack End - Studio
Error data source, line of code:
Источник данных ошибок, строка кода:
if Player:DistanceFromCharacter(npc.HumanoidRootPart.Position) <= DefaultMinDistance then
Вроде решение простое - брать положение в пространстве позицию PrimaryPart модели к которой привязан скрипт.
It seems that the solution is simple - take the position in space of the position of the PrimaryPart of the model to which the script is attached.
Thus, I can bind a dialog to any model with a PrimaryPart specified:
Таким образом, я могу привязать диалог к любой модели у которой указан PrimaryPart:
Для настройки “FreezePlayer = false” хотелось бы добавить автоматическое скрытие диалога при удалении игрока от источника диалога. Например, на расстояние превышающее расстояние активации диалога. Т.е. DetectorActivationDistance = 32 или ProximityPromptActivationDistance = 10
For setting “FreezePlayer = false” I would like to add automatic hiding of the dialog when the player is removed from the source of the dialog. For example, at a distance exceeding the distance of the dialog activation. Those. DetectorActivationDistance = 32 or ProximityPromptActivationDistance = 10
I’ll check that out in the morning and patch that right up. Thank you!
Bug fixes
@GAVsi115 fixed bug when NPC model is the source of dialogue
Fix Scripts button adds children when there’s no old script to replace
There is a problem with texts taking up more than 1 screen. They do not correctly display text that does not fit on them. This is especially true if the button was pressed to interrupt the output by 1 letter. The text is displayed with a chunk of the previous output displayed before the click.
Есть проблема с текстами занимающими более 1 экрана. Они не корректно отображают не поместившийся на них текст. Особенно это касается, если была нажата кнопка для прерывания вывода по 1 букве. Текст выводится с куском от предыдущего вывода, отображённым до клика.
First page:
Second page:
Но даже если не прерывать длинное сообщение, то следующая его страница тоже отображается не корректно.
Как я понимаю, то не очищается переменная отображения текста временного вывода.
But even if you do not interrupt a long message, then its next page is also displayed incorrectly.
As I understand it, the variable displaying the text of the temporary output is not cleared.
Ещё смущает ошибка слева, об отсутствии ScrollingFrame…
Still confusing is the error on the left, about the absence of a ScrollingFrame …
Thanks for your report; I’ll look into this tonight.
Bug fixes
@GAVsi115: fixed bug where pages (lengthy dialogue) didn’t work
enabled ClipDescendants by default for NPCTextContainerWithResponses and NPCTextContainerWithoutResponses in the BigAndBoldDialogue theme
fixed bug where if you fix scripts, the client API module would be duplicated
This looks nice a nice and easy to use plugin. Good for story games, of course. Thanks!
Только обратил внимание на то, что начатый диалог, в принципе нет возможности прервать пока он не будет весь пройден.
Как то это не хорошо…
I just drew attention to the fact that the dialogue started, in principle, there is no way to interrupt until it is all over.
As it is not good…
Also:
Sure, I’ll see about adding that this week
Features
added proximity requirements, per @GAVsi115’s request
more specifically, two new NPC settings: EndConversationIfOutOfDistance
and MaximumConversationDistance
dialogue api was updated to reflect this. check out the changes here, or update the plugin as usual
btw, i plan on changing the UI of the plugin to address some feedback i got on redirects.
the button to make redirects and responses will be more visible soon. (you won’t have to right-click anymore)