Component > Dialogue System > Trigger > On Dialogue Event > Bark
Bark On Dialogue Event makes an actor bark when it receives a dialogue event message.
Property | Function |
---|---|
Trigger | The dialogue event trigger that causes the bark to happen |
Once | Bark once and then destroy this component |
On Start | Conditions and conversations when the dialogue event starts (e.g., "OnConversationStart") |
On End | Conditions and conversations when the dialogue event ends (e.g., "OnConversationEnd") |
Bark Order | Specifies whether to bark the lines in the conversation in sequential or random order or the first valid entry |
This component makes an actor bark when it receives a dialogue event message such as "OnConversation". The actor (assigned to the Conversant property) must have a Bark UI.
The actor can bark different things depending on whether it receives a "Start" or "End" message, and also based on various Trigger Conditions. Add these as elements in the On Start and On End sections.
When an actor barks, it sends "OnBarkStart", "OnBarkLine", and "OnBarkEnd" messages to the Conversant and Target. See Script Messages for more details.
Note that the NPC will not bark if you're using Bark Priority Values and the NPC is currently barking a higher priority line.
You can add multiple bark conversations in each On Start and On End section with different conditions. See Trigger Conditions for more information.
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