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Gabriel Knight dialogue system?

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  • @ChrisIceBox another weird thing about the GameEngine copying from the GK scene is that the Local variables in the manager becomes empty unless I copy the "Local Variables" script from the original GameEngine to this GK one, even though they both use the same script and everything.

  • Correct, and there's no error. The GK conversation doesn't show up.

    PM me the modified scene that has your own GameEngine, and I'll take a look.

    For the toggle issue, in the GK example scene, just disable the 2nd and 3rd dialogue options, and have them toggled on in the action list during the conversation. You will see that anything after the first toggle won't show up.

    That's as I did it, but could not recreate. This is with a Conversation automatically assigned?

  • Ok, just PMed you.

  • hi, I'm using a template and I get an error on line 84.

    NullReferenceException: Object reference not set to an instance of an object
    AC.GabrielKnightConversations.EndDialogueMode () (at Assets/AdventureCreator/Downloads/Gabriel Knight conversations/GabrielKnightConversations.cs:84)
    AC.GabrielKnightConversations.OnEnterGameState (AC.GameState gameState) (at Assets/AdventureCreator/Downloads/Gabriel Knight conversations/GabrielKnightConversations.cs:115)
    AC.EventManager.Call_OnChangeGameState (AC.GameState oldGameState, AC.GameState newGameState) (at Assets/AdventureCreator/Scripts/Managers/EventManager.cs:311)
    AC.StateHandler.LateUpdate () (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:356)
    

    the test scene works without errors. My scene is exactly the same as the test scene.

    The GK_Conversation menu is higher in the hierarchy than conversation and subtitles

    if anyone has encountered a similar problem, then let us know.

  • Check your Console for related warnings.

    I've updated the package - download it again and re-import the GabrielKnightConversations script and it should remove the error.

  • I updated the package, unfortunately the error did not go away.

    NullReferenceException: Object reference not set to an instance of an object
    AC.GabrielKnightConversations.BeginDialogueMode () (at Assets/AdventureCreator/Downloads/Gabriel Knight conversations/GabrielKnightConversations.cs:69)
    AC.GabrielKnightConversations.OnBeginActionList (AC.ActionList actionList, AC.ActionListAsset actionListAsset, System.Int32 startingIndex, System.Boolean isSkipping) (at Assets/AdventureCreator/Downloads/Gabriel Knight conversations/GabrielKnightConversations.cs:106)
    AC.EventManager.Call_OnBeginActionList (AC.ActionList actionList, AC.ActionListAsset actionListAsset, System.Int32 startingIndex, System.Boolean isSkipping) (at Assets/AdventureCreator/Scripts/Managers/EventManager.cs:2626)
    AC.ActionList.BeginActionList (System.Int32 i, System.Boolean addToSkipQueue) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:378)
    AC.ActionList.Interact (System.Int32 i, System.Boolean addToSkipQueue) (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:283)
    AC.ActionList.Interact () (at Assets/AdventureCreator/Scripts/ActionList/ActionList.cs:246)
    AC.PlayerInteraction+<UseObjectCo>d__42.MoveNext () (at Assets/AdventureCreator/Scripts/Controls/PlayerInteraction.cs:1644)
    UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at /Users/bokken/build/output/unity/unity/Runtime/Export/Scripting/Coroutines.cs:17)
    UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:219)
    
  • It's a separate error - it should be gone now, but it's referring to the Player. Does your scene have a Player character?

  • edited April 11

    Does your scene have a Player character?

    yes, I used brain2d prefab. I assigned it in the settings manager.

    link to the assembly, if necessary: [REMOVED BY ADMIN]

  • everything worked after I blocked the conversation menu.

    I want to ask: can I delete the old conversation menu so that I can always use only GK_Conversation?

  • Link deleted. AC is a commercial product - do not post links to download it publicly.

    You can delete the old Conversation menu if you have no need for it. You can bring it back later if desired by copying it from the Default_MenuManager asset file.

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