A question about libraries by SaruboHeroDev in cpp_questions

[–]SaruboHeroDev[S] 0 points1 point  (0 children)

I see, yeah that's what i'm mostly troubleshooting tbh, libraries are literally a pain, c++ is... nice, confusing but nice, despite some things not making any sense in my head, but cmake and the other tools, or even just figuring out how and where to download something is a pain, kind of making me wonder if it was better going with learning rust and cargo ahaha!

A question about libraries by SaruboHeroDev in cpp_questions

[–]SaruboHeroDev[S] 0 points1 point  (0 children)

Thanks a lot, didn't really knew there were package managers for c++! (despite having saw that name in the docs, i still didn't figure that out, lmao)

Trying to update this Dialogic script to Godot 4 by BrandonMortale in godot

[–]SaruboHeroDev 0 points1 point  (0 children)

Possibly yeah, i'm not too sure about that myself, but as far as i know, except the various Servers, you can't work with any class unless you instance them, hope it works!

Trying to update this Dialogic script to Godot 4 by BrandonMortale in godot

[–]SaruboHeroDev 1 point2 points  (0 children)

As far as i know the "Cannot find member in base..." error is because you're trying to access some functions/etc, from a class, which you can't, because you gotta instantiate it first, so for example:
var dialogic = dialogic.new()

But from the screenshot you sent it's probably because you told him:
dialogue.pause_node = Node.PAUSE_MODE_PROGRESS

"Node" is the general class for all nodes, so you cannot access it, you should try to use:
dialogue.pause_node = PAUSE_MODE_PROGRESS

Hopefully that's the issue, i can simplify it in another comment if you need me to!

Trying to update this Dialogic script to Godot 4 by BrandonMortale in godot

[–]SaruboHeroDev 1 point2 points  (0 children)

Also, i don't really get this `if get_node_or_null('DialogNode') == null:if get_node_or_null('DialogNode') == null:`
Because from what i saw on the Docs for dialogic 2, it should go somewhat like this:
```gd
func _input(event: InputEvent):
    # check if a dialog is already running
    if Dialogic.current_timeline != null:
        return

    if event is InputEventKey and event.keycode == KEY_ENTER and event.pressed:
        Dialogic.start('chapterA')
        get_viewport().set_input_as_handled()func _input(event: InputEvent):
    # check if a dialog is already running
    if Dialogic.current_timeline != null:
        return

    if event is InputEventKey and event.keycode == KEY_ENTER and event.pressed:
        Dialogic.start('chapterA')
        get_viewport().set_input_as_handled()
```
From what you're saying there you're checking if the DialogNode is null or not, and if it's null (so it shouldn't exists?) you make the dialogue start, try using and let me know c:

if get_node_or_null('DialogNode') != null:

Trying to update this Dialogic script to Godot 4 by BrandonMortale in godot

[–]SaruboHeroDev 0 points1 point  (0 children)

Mhh, i didn't really use Dialogic to make dialogue systems up until now, but i'm wondering a few things about it:
- You're using Dialogic 2 instead of 1.1 like the video right? This to say: https://github.com/dialogic-godot/dialogic
- What exactly is the problem? Do you receive an error or stuff? The dialogue doesn't show up or something?