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S ha d
07-12-2010, 10:38 PM
Hello everyone,

I worked yesterday and today on a small and simple system of dialogue to get familiar with Kimset nodes and I think this would be stupid not to share it rather than roting on my hard drive. Thank you to belzaran for the precious help!

So a very simple system with the ability to place choices during dialogues. Everything is configurable in Kismet and a little documentation is supplied with! :D

Video: See the video on Youtube (http://www.youtube.com/watch?v=MniOpcfhgwE)

http://shad-fr.com/udk/cameraactor.jpg

Download:


Beta version 0.1: Here (http://shad-fr.com/udk/dialogue_0_1.zip)

(updated for July Beta)

Thank you.

Jade-Phoenix
07-13-2010, 12:14 AM
Apperciate that man, thank you.

sowel
07-27-2010, 04:31 AM
this is a nice little project, i could definitely use something like this.
will you be doing more with it?

JohNLA
07-27-2010, 03:48 PM
Very cool indeed. I will have to give it a test and report back:D

Deliverance6
07-28-2010, 10:50 AM
without downloading and takeing a look myself, you doing this with UIScenes/Cam Matinee? worked on somthing similar myself for a Generic Shop Vendor a few days ago as part of a larger project, nice to see someone has released this to the community

usingfeel
08-10-2010, 08:35 AM
wow..

Very Good System...lol

ilidrake
08-22-2010, 07:23 AM
Doesn't work with the latest release. Something about errors in the scripts.

Huder
08-22-2010, 05:17 PM
There is only one and is not important too much.
In DIA_HUD try comment Canvas.DrawTextCentered(SpeakerName); line

Grimm6
11-09-2010, 10:46 AM
Great work S ha d!

Unfortunately i'am not able to make the sript run. I've installed it and i can choose all the nodes in Kismet but after setting it exactly like in the tutorial or like in the example map, nothing happens. Really nothing, not even a error message.

I checked everything, my kismet setup and player properties are exactly the same as in the tutrial. But nothing happens. As i approach the trigger(doesn't matter if touched or used) nothing will be triggered.

I'am using the october version of UDK, are there problems with this build?

Another question: is it necessary to attach a camera actor to the nodes?

QuantumState
11-11-2010, 01:59 PM
Thank you for this system, I always wanted to make something that can give me choises, dialogues, but I don't know much unreal scipt, yet.

CCCHOMP
04-01-2011, 01:21 PM
mmm ive followed the document to set it all up but when i try to run the default map supplied it says it cant find the 'dialogue' package
i dont know what im doing wrong!

13LEX13
06-14-2011, 09:14 PM
Hello people xD, I use 2011-05 version of UDK. I have no trouble except next 1. All scripts are worked...all elements in Kismet too. But the problem touched GFxUI. This elements are upset! It elements so necessary, couse GFxUI writes/draws in Flash. Can u Help ?

13LEX13
06-14-2011, 09:16 PM
ohhhhh...Forgot...I told about GFxUI , couse my mouse still doesn't work without this.

karthikdevil
06-20-2011, 01:37 PM
Amazing...Thanks a lot. Just what i was looking for :)

Unknown Dady
12-11-2011, 03:00 PM
Thanks man, really nice system.

jmattox
02-02-2012, 10:59 AM
Has anyone had an issue implementing this system in the Dec 2011 Beta? I have everything loaded, but during the dialogue scene the mouse cursor is stuck in the upper left corner. Besides that, all is well.

I've checked all of my settings and even reinstalled UDK to troubleshoot the problem. To ensure the scripts were compiled without errors, I had to comment out a couple lines.

DIA_HUD - DrawTextReallyCentered(Content);
DIA_Pawn - MotionBlurScale=0.0

I have a feeling it might be something minor, but I am having a terrible time trying to find a solution.

Any suggestions as to how I should approach this?

theycallmepiatt
07-12-2012, 06:16 PM
i'm having the same exact problem. the dialogue works, but the mouse is stuck in the upper left corner. If I can figure out the problem and get it working, i'll let you know what i did.

Neongho
10-01-2012, 07:39 AM
awsome , first time i see kismet useful for somethign : )

G_Trex
03-16-2013, 01:41 PM
Hi all

I'm having a go at getting this system to work, but am having a problem during the full recompile stage.

The error code is :


Analyzing...
C:\UDK\UDK-2013-02\Development\Src\Dialogue\Classes\DIA_HUD.uc(193 ) : Error, Unrecognized member 'DrawTextCentered' in class 'Canvas'
Compile aborted due to errors.
Warning/Error Summary
---------------------
C:\UDK\UDK-2013-02\Development\Src\Dialogue\Classes\DIA_HUD.uc(193 ) : Error, Unrecognized member 'DrawTextCentered' in class 'Canvas'
Failure - 1 error(s), 0 warning(s)
Execution of commandlet took: 9.17 seconds
[Mar 16, 5:33 PM] COMMANDLET 'UDK.exe make -full' FAILED

I assume the issue is because the thread is quite old and this dialogue system has incompatibility issues with the newer versions of UDK.

Does anyone know how I could get it to work?

nonder
03-16-2013, 02:31 PM
Delete "Canvas." before DrawTextCentered in DIA_HUD.uc (line 193 and all other lines where is Canvas.DrawTextCentered).
Then copy this into DIA_HUD.uc before default properties line:


final function DrawTextCentered(coerce string Text, optional bool CR = true, optional float XScale = 1.0, optional float YScale = 1.0, optional const FontRenderInfo RenderInfo = Canvas.CreateFontRenderInfo(true, true))
{
local float XL, YL;

Canvas.TextSize(Text, XL, YL);
Canvas.SetPos(Canvas.CurX - XL / 2, Canvas.CurY);
Canvas.DrawText(Text, CR, XScale, YScale, RenderInfo);
}

G_Trex
03-16-2013, 03:57 PM
Delete "Canvas." before DrawTextCentered in DIA_HUD.uc (line 193 and all other lines where is Canvas.DrawTextCentered).
Then copy this into DIA_HUD.uc before default properties line:


final function DrawTextCentered(coerce string Text, optional bool CR = true, optional float XScale = 1.0, optional float YScale = 1.0, optional const FontRenderInfo RenderInfo = Canvas.CreateFontRenderInfo(true, true))
{
local float XL, YL;

Canvas.TextSize(Text, XL, YL);
Canvas.SetPos(Canvas.CurX - XL / 2, Canvas.CurY);
Canvas.DrawText(Text, CR, XScale, YScale, RenderInfo);
}

Fantastic. It worked.

Thank you! :)

bcmorris
05-05-2013, 12:59 PM
Hello, Did anyone ever fix the "mouse interaction" on this. I'm using the 2012 Build (v109499) November beta I think.
I can't select any of the choices, mouse is stick in upper left corner.
Or is this system pretty much dead. Any alternatives?

kkingcobra
05-16-2013, 09:18 AM
Hello everyone,

I worked yesterday and today on a small and simple system of dialogue to get familiar with Kimset nodes and I think this would be stupid not to share it rather than roting on my hard drive. Thank you to belzaran for the precious help!

So a very simple system with the ability to place choices during dialogues. Everything is configurable in Kismet and a little documentation is supplied with! :D

Video: See the video on Youtube (http://www.youtube.com/watch?v=MniOpcfhgwE)

http://shad-fr.com/udk/cameraactor.jpg

Download:


Beta version 0.1: Here (http://shad-fr.com/udk/dialogue_0_1.zip)

(updated for July Beta)

Thank you.


Can anyone or has anyone got this system working again in the 2012 version of udk, i am currently trying to fix the code i have tried this piece the DIA.HUD


function Vector GetMouseWorldLocation()
{
local MouseInterfacePlayerInput MouseInterfacePlayerInput;
local Vector2D MousePosition;
// local Vector MouseWorldOrigin, MouseWorldDirection, HitLocation, HitNormal;

HitLocation = MyPlayerController.HitLocation;

// Ensure that we have a valid canvas and player owner
if (Canvas == None || PlayerOwner == None)
{
return Vect(0, 0, 0);
}

// Type cast to get the new player input
MouseInterfacePlayerInput = MouseInterfacePlayerInput(PlayerOwner.PlayerInput) ;

// Ensure that the player input is valid
if (MouseInterfacePlayerInput == None)
{
return Vect(0, 0, 0);
}

// We stored the mouse position as an IntPoint, but it's needed as a Vector2D
MousePosition.X = MouseInterfacePlayerInput.MousePosition.X;
MousePosition.Y = MouseInterfacePlayerInput.MousePosition.Y;
// Deproject the mouse position and store it in the cached vectors
Canvas.DeProject(MousePosition, MouseWorldOrigin, MouseWorldDirection);

// Perform a trace to get the actual mouse world location.
Trace(HitLocation, HitNormal, MouseWorldOrigin + MouseWorldDirection * 65536.f, MouseWorldOrigin , true,,, TRACEFLAG_Bullet);
return HitLocation;
}

But i just receive this error from udk

Error, Unrecognized Type 'MouseInterfacePlayerInput'