Closed GaryTheEnchanter closed 1 month ago
Hi, I see your confusion.
The errors are safe to ignore, as they are a result of the addon not being enabled before startup, most of the tool scripts use the DialogueQuest
Autoload which is only available once the plugin is enabled.
The scene you have provided does not work because the DialogueBox
, ChoiceMenu
, etc. Are meant to be instantiated as scenes and not as script instances (apart from DialogueQuestPlayer
, which is an inconsistency that has been / wil be fixed in v0.6.0-rc2
).
You can find the scenes under the paths:
res://addons/dialogue_quest/prefabs/ui/dialogue/components/dialogue_box/dialogue_box.tscn
res://addons/dialogue_quest/prefabs/ui/dialogue/components/choice_menu/choice_menu.tscn
I will definitely update the documentation to address these possible points of confusion, thank you for opening an issue!
For the record, here is the project in a working state: DialogueQuestTest_working.zip
The script instances have been switched to scene instances
Another issue - The Cannot call method 'hide' on a null value.
is a bug with the order of the components in the scene not being considered (DQDialoguePlayer
attempts to use DQDialogueBox
before it is ready
).
I will fix it :)
Another issue - The
Cannot call method 'hide' on a null value.
is a bug with the order of the components in the scene not being considered (DQDialoguePlayer
attempts to useDQDialogueBox
before it isready
).I will fix it :)
Fixed in commit befe17e9152c5e841d70d1115879e50bf5b961c8
Hello!
I thought I'd try DialogueQuest, but I'm afraid I seem to be unable to get it to run. I'm on a linux system with Godot 4.2.2.stable.
I created a fresh project and installed the addon and immediately saw the following errors in the console:
I then enabled the plugin in Godot and saw the following errors:
I went into settings to add the data directory, but the DialogueQuest setting wasn't there. I did notice if I closed Godot and reopened the project, the setting appeared, so I set the data directory like the documentation said to.
I then created a scene with the structure mentioned in the documentation. I noticed that when I added DQDialogueBox, that it's a tool and thus constantly generates the following error in my console:
I tried running the scene I created without even trying to play a dialogue, but it errors out on this line: https://github.com/hohfchns/DialogueQuest/blob/ac6b5bc398325b1af1006d7409ad18567c3a2544/addons/dialogue_quest/scripts/systems/dqd/dialogue_player.gd#L73 Godot says that it "Cannot call method 'hide' on a null value.".
Here's the test project after I did all the above: DialogueQuestTest.zip
I downloaded DialogueQuestTester and that works, but at first glance it's not obvious what difference in mine is causing it not to work. It seems like a neat plugin, I wish I was clever and/or patient enough to get it to work. I hope all this is helpful for you and wish you well on your future gamedev endeavors.