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VAMStory

Plugins + Scripts VAMStory

I'd say that most of the stuffs loading are way more responsible for the performances than VAMS LMFAO.
It's a very lightweight UI and assets and the data is pretty much text... you probably can optimize pretty much everywhere before VAMS :']
 
I'd say that most of the stuffs loading are way more responsible for the performances than VAMS LMFAO.
It's a very lightweight UI and assets and the data is pretty much text... you probably can optimize pretty much everywhere before VAMS :']
Gotcha. I mean presets for all kinds of stuff, not just VAMS. But I have noticed in a scene with a bunch of VAMS Actions there's an extended period while they're being initialized. But, yeah, bigger fish...
 
VAMS do waits for everything to be loaded. But everything everywhere in the scene, so yup. The feeling could be like "VAMS is a bit long to start", but in reality most of the things it waits for are the big stuffs ( textures on clothes, characters, etc )
 
Performances IN THE VAM UI. Which is why I completely revamped the UI and made it dynamic with a single "main UI" that gets update when you swap from entry to entry.

Ingame, it should not have a huge impact from what I tested, I have several scenes with dozens of actions and so on. That said, far from your main big scene :)

Why ? Did you notice performances issues recently?

Thanks for your prompt response!

I was considering whether to use only a limited number of entries for dialogue and handle everything by updating the text dynamically. Interestingly, though, this method is already the standard approach in VAMStory. 😆

So, can I understand it this way:

In VAMStory, no matter how many groups I have, they are just stored text and triggers, and when displayed, they are simply updated onto the panel instead of being individually loaded as new panels?
 
Thanks for your prompt response!

I was considering whether to use only a limited number of entries for dialogue and handle everything by updating the text dynamically. Interestingly, though, this method is already the standard approach in VAMStory. 😆

So, can I understand it this way:

In VAMStory, no matter how many groups I have, they are just stored text and triggers, and when displayed, they are simply updated onto the panel instead of being individually loaded as new panels?

Absolutely! There's a single instance of the whole assets. And they are updated on the fly each time you swap to a new dialog.
All actions doing hide commands, completely disable the objects in the scene which removes them from the render pass (and saves frametime).

So unless you'd pop hundreds if not thousands of UI elements at the same time, the footprint is barely noticeable.
 
Note about "actions": they obviously are all loaded and created at any time since they are button panels.
But since you never have all of themdisplayed at the same time, it's also not a big deal. Also, they are far more lightweight than VAM's UI. So you'd have like VAMS, create hundreds of buttons before feeling any impact.
 
Hey guys
Is it possible to change the text of the buttons in ‘actions’ via triggers? I'd like to be able to implement that the UI changes when the button is pressed
 
Hey guys
Is it possible to change the text of the buttons in ‘actions’ via triggers? I'd like to be able to implement that the UI changes when the button is pressed

Depends your goal. If you want to simply have two states. Use toggle buttons.

If you wanted more, you can change the text with all the long list of accessible actions below "DON'T Use..."
They are called "Act_X-Text" ( Act_X-TextOff is only working for toggles ).

Note that this is a "use at your own risks/recommended for advanced user" kind of deal :p
If you modify on the fly the Text, it will be saved in the scene... so you need to have a scene that resets the state of the text properly during scene playthrough.
 
Depends your goal. If you want to simply have two states. Use toggle buttons.

If you wanted more, you can change the text with all the long list of accessible actions below "DON'T Use..."
They are called "Act_X-Text" ( Act_X-TextOff is only working for toggles ).

Note that this is a "use at your own risks/recommended for advanced user" kind of deal :p
If you modify on the fly the Text, it will be saved in the scene... so you need to have a scene that resets the state of the text properly during scene playthrough.
Got it!
I‘ll take my own risks to use that "use at your own risks" function!

so you need to have a scene that resets the state of the text properly during scene playthrough.
Little confused here
I just wanna to achieve the effect bellow, when i click the button the text will change and keep that situation maybe forever
Do i still needed to resets the buttons text?
_005.gif
 
Little confused here
I just wanna to achieve the effect bellow, when i click the button the text will change and keep that situation maybe forever
Do i still needed to resets the buttons text?
_005.gif

My answer explains it clearly :)

What you're showing here is a flip/flop or toggle concept. They are covered natively by Toggle/Toggle Buttons (they're the same, they just look different). You don't need to do anything besides setting them up properly.

If you need MORE than a dual state (on/off), you will need to script your states yourself and reset them.
Also, if you have more than two states, changing the text is one thing, but you'd need a trigger for each state... which can get complicated to script :p

TL;DR: you're showing toggles in your gif. Use Toggles or Toggle buttons.
 
My answer explains it clearly :)

What you're showing here is a flip/flop or toggle concept. They are covered natively by Toggle/Toggle Buttons (they're the same, they just look different). You don't need to do anything besides setting them up properly.

If you need MORE than a dual state (on/off), you will need to script your states yourself and reset them.
Also, if you have more than two states, changing the text is one thing, but you'd need a trigger for each state... which can get complicated to script :p

TL;DR: you're showing toggles in your gif. Use Toggles or Toggle buttons.
Understood!
 
Hello
Is that possible to setup shortcut for button?

Yo!

You might want to eventually describe what you're asking a bit more and try to use ( I think? ) a translator, because I'm not sure of what you are saying : )
 
Yo!

You might want to eventually describe what you're asking a bit more and try to use ( I think? ) a translator, because I'm not sure of what you are saying : )
I'd like to set Shortcut keys for each button so I don't need find them and click them. For example, 'F1' for button 1; 'F2' for button 2, so I can start with F1 for my scene and switch to next trigger - button 2 by keyboard F2. I don't find this kind of setting in the plugin, do I miss something?
 
I'd like to set Shortcut keys for each button so I don't need find them and click them. For example, 'F1' for button 1; 'F2' for button 2, so I can start with F1 for my scene and switch to next trigger - button 2 by keyboard F2. I don't find this kind of setting in the plugin, do I miss something?

There is no bindings, VAMStory is a "ingame" UI, or story telling UI. It is not meant to provide shortcuts/keybindings : )
 
hazmhox updated VAMStory with a new update entry:

New modules/tools

  • Added VAMS Gaze which is a fork of EasyGaze from Spacedog (which is a fork of VeeRifter, which was a fork of MacGruber). So thanks @MacGruber @VeeRifter @Spacedog. Fixed bugs, introduced new random animation computation through curves. Added weighting features for the gaze and random anims. Removed obsolete/useless code.
  • Added VAMS Mini Saves Value which allows you to save a value to a file and restore it upon scene...

Read the rest of this update entry...
 
Hello.

Recently, I've been seeing updates to VAMS, so I'd like to ask if there is a solution to two things I'm concerned about.

1. Can you turn the UI display bug during post-processing on or off?

Actually, I make a lot of use of this phenomenon that you're calling a bug. lol

It's useful for displaying the UI from the viewpoint you want without it being hidden by objects and progressing through the story.
(A while ago, there was a mention of the world UI in this discussion, and I read a little about it, but it might be difficult to switch it on/off.)

2. If it is loaded into another scene while it is included in a subscene, the receiver atom and receiver become None.

This does not occur if you reload within the original scene that was made into a subscene. It occurs when you load the saved subscene into another scene. Of course, the receiver atom and plugin are included in the subscene.

Currently, this is dealt with by loading the preset saved from the original scene into the Empty that uses VAMS.

Related to this, there's a strange phenomenon associated with using VAMS in a subscene, where something like a VAMS template form appears at the world origin on load, and sometimes remains in other scenes until a hard reset.
The method for reproducing this and the cause are uncertain, but it seems to occur when a trigger such as "hide action" or "dialog ID" is set for VAMS from another ATOM while the receiver relationship is missing.
It is troublesome if this phenomenon occurs before loading a preset using a scene load trigger etc.

Next time this happens I will save a picture.


Addendum: I am attaching a picture of what is happening.

Also, when this happens, the following error appears:
!> VAMStory - Exception caught: System.NullReferenceException: Object reference not set to an instance of an object
at VAMStoryPlugin.VAMStory.OnBundleLoaded (MeshVR.AssetBundleFromFileRequest aRequest) [0x00000] in <filename unknown>:0

q.jpg
 
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Ive got a scene thats built around Vamstory 27. is there any way to update the plugins in my scene to the latest version?

thanks for this fantastic plugin.i cant wait to play around with the timer feature!!!
 
Ive got a scene thats built around Vamstory 27. is there any way to update the plugins in my scene to the latest version?

thanks for this fantastic plugin.i cant wait to play around with the timer feature!!!
  • Download update and remove all older versions in the ''AddonPackages'' folder
  • Next time you start the scene it should be automatically latest version
  • Then save the scene
 
Hi, hazmhox, thank you so much for another amazing update. Can I ask you the homepage of the butterfly asset in your latest video? I searched for butterflies and wings but didn't find it.
 
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