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(1 edit)

Okay, got my hands on a copy of playmaker, and here's an updated begin script:


https://pastebin.com/Z51x1iWc


And here's a screenshot of how everything looks:




The string variable being used is just the name of the starting passage, in this instance I'm using the dialogue tree from the visual novel example scene (I renamed the starting passage to "VN_Start")

The playmaker tree I made there is pretty simple and doesn't have choices, I just wanted to make sure the actions worked! Now to figure out how to tell playmaker when to continue/show choices... I think I can use the UnityEvents to control the tree, maybe...

I was still getting the "cannot convert from 'string' to 'Fleece.Passage'" error from before.

I had to update the Generic Drawstring code found in the Sample folder in order to get rid of it. The following was added to the code:

At the top

using System;

Then between Update() and public void IncreaseSelectedChoice()

internal void Begin(string value)
        {
            throw new NotImplementedException();
        }

Since I'm using the STM Drawstring script you provided, one change had to be made in it before it would compile:

[ContextMenu("Begin")]
    public void Begin(string value)
    {
        //start at default passage
        Begin(startPassageRef.passage);
    }

However, after those changes, I was able to take the action you made, change some names around to get it to work with the STM Drawstring mentioned, and voila, the action worked! Using PlayMaker's call Method actions, I was even able to call the Continue functions of the Fleece to get multiple lines of text coming and going.

Thanks a lot for your patience and help! I'd love to see how you get the choices working in PlayMaker if you decide to continue with it. I'm definitely going to take some time and write a 5 star review for this and STM. Honestly, I'm kicking myself that I didn't do it before.