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  1. #1
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Rennes, France
    Posts
    40

    Default [Beta 0.1] Dialogue System

    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!

    Video: See the video on Youtube



    Download:

    • Beta version 0.1: Here


    (updated for July Beta)

    Thank you.
    Last edited by S ha d; 07-13-2010 at 07:01 AM.
    Tutorial : HUD in UDK
    Dialogue System : Downloads

  2. #2

  3. #3

    Default

    this is a nice little project, i could definitely use something like this.
    will you be doing more with it?

  4. #4
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Jacksonville, Fl.
    Posts
    456

    Default

    Very cool indeed. I will have to give it a test and report back

  5. #5
    MSgt. Shooter Person
    Join Date
    May 2010
    Location
    Stafford, UK
    Posts
    353

    Default

    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

  6. #6
    Skaarj
    Join Date
    Mar 2010
    Location
    korea
    Posts
    26

    Default

    wow..

    Very Good System...lol

  7. #7
    Skaarj
    Join Date
    Nov 2009
    Location
    USA
    Posts
    24
    Gamer IDs

    Gamertag: Mulberrykiller

    Default

    Doesn't work with the latest release. Something about errors in the scripts.

  8. #8

    Default

    There is only one and is not important too much.
    In DIA_HUD try comment Canvas.DrawTextCentered(SpeakerName); line

  9. #9

    Default

    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?

  10. #10
    MSgt. Shooter Person
    Join Date
    Oct 2010
    Posts
    34

    Default

    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.
    "I'm Dr. Rodney McKay, alright? Difficult takes a few seconds; impossible, a few minutes."

  11. #11

    Default

    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!

  12. #12

    Default

    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 ?

  13. #13

    Default

    ohhhhh...Forgot...I told about GFxUI , couse my mouse still doesn't work without this.

  14. #14

    Default

    Amazing...Thanks a lot. Just what i was looking for

  15. #15

    Default

    Thanks man, really nice system.

  16. #16

    Default

    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?

  17. #17
    MSgt. Shooter Person
    Join Date
    Jun 2011
    Posts
    60

    Default

    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.

  18. #18
    Deathless
    Join Date
    May 2012
    Location
    Barcelona
    Posts
    2,167

    Default

    awsome , first time i see kismet useful for somethign : )

  19. #19

    Default

    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 :

    Code:
    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?

  20. #20
    Iron Guard
    Join Date
    Sep 2010
    Location
    Slovakia
    Posts
    588

    Default

    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:

    Code:
    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);
    }
    Last edited by nonder; 03-16-2013 at 02:36 PM.
    Czech and Slovak UDK site - www.udk-site.net-core.eu
    Space Shock project on STEAM GREENLIGHT

  21. #21

    Default

    Quote Originally Posted by nonder View Post
    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:

    Code:
    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!

  22. #22

    Default

    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?

  23. #23

    Default

    Quote Originally Posted by S ha d View Post
    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!

    Video: See the video on Youtube



    Download:

    • Beta version 0.1: Here


    (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'

  24. #24

    Default Updated Kismet dialogue system

    Hello; I'm new to UDK and posting on the forums here, but have learned a great deal from all of the documentation. As part of a school assignment, I've gotten Shad's excellent dialogue system running with the July 2013 Beta (haven't tried it with the February 2014 iteration yet). I'd appreciate it if you'd download it (here) to test it out and share any feedback you might have, especially suggestions for improvement/streamlining.


 

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