Component > Pixel Crushers > Dialogue System > Trigger > Bark On Idle
Bark On Idle barks automatically on an interval.
Property | Function |
---|---|
Conversation | The title of the conversation that contains the bark lines. |
Bark Order | Specifies whether to bark the lines in the conversation in sequential or random order or the first valid entry. |
Barker | The GameObject speaking the bark. It receives OnBarkStart and OnBarkEnd messages. Barkers must have Bark UIs. |
Target | The optional GameObject being addressed. This GameObject also receives OnBarkStart and OnBarkEnd messages. |
Min Seconds | The minimum seconds between barks. |
Max Seconds | The maximum seconds between barks. |
Skip If No Valid Entries | If ticked, don't fire the trigger if no entries have Conditions that are true. |
Allow During Conversations | If ticked, the trigger may fire even when a conversation is active. |
Cache Bark Lines | Only evaluate Conditions when the NPC is first enabled, and always use the resulting list of entries (an optimization option for slow devices). |
Target | The actor to whom the bark is directed. |
Condition | The Conditions required for the trigger to fire. |
This component makes an actor bark every [Min Seconds .. MaxSeconds] seconds. Actors that bark (assigned to the Barker property) must have Bark UIs.
When an actor barks, it sends OnBarkStart, OnBarkLine, and OnBarkEnd messages to the Conversant and Target. See Script Messages & Events for more details.
Note that the NPC will not bark if you're using Bark Priority and the NPC is currently barking a higher priority line.
Bark On Idle can give a lot of life to your game, allowing NPCs to bark without any prompting from the player. You can make barks react to the current state of the game world by setting Conditions on the dialogue entries and/or using [lua()]
Markup Tags.
If you want the NPC to bark only when the player is nearby, use a Range Trigger.