LucasArts style

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obsidianmystic
Posts: 5
Joined: Sun May 12, 2019 1:40 pm

LucasArts style

Post by obsidianmystic »

Hello,

I'm attempting to trigger a bark conversation over the player's head when he interacts with objects in the scene (like an old LucasArts-style adventure game) and I can get him to bark a single line but I'm not having any luck getting him to bark several conversation nodes, one after another.

A solution to this would also help when having conversations with NPCs as they, too, will need to bark their responses which will also need to be several different nodes. How would I go about doing this?

Thanks!
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Tony Li
Posts: 22056
Joined: Thu Jul 18, 2013 1:27 pm

Re: LucasArts style

Post by Tony Li »

Hi,

There are two ways:

1. (I prefer this one.) Add an instance of the Bubble Template Standard UI Subtitle Panel as a child of the character (e.g., player). Add a Dialogue Actor component. Set its Dialogue UI Settings > Subtitle Panel Number dropdown to Custom, and assign the child Bubble Template Standard UI Subtitle Panel to the Custom Subtitle Panel field. Whenever the character speaks a subtitle, it will use this panel instead of the dialogue UI assigned to the Dialogue Manager.

2. Or add two components to the NPC: Override Dialogue UI and Bark Dialogue UI. Then assign the Bark Dialogue UI to the UI field. Conversations involving this NPC will use the participants' bark UIs.

In both cases, play a conversation (e.g., Dialogue System Trigger > Add Action > Start Conversation), not a bark. Barks are always just a single line.
obsidianmystic
Posts: 5
Joined: Sun May 12, 2019 1:40 pm

Re: LucasArts style

Post by obsidianmystic »

Hey Tony, thanks for the quick response.

So I tried both methods and, in both instances, the Dialogue System is adding the Default Dialogue UI prefab and a large button appears at the bottom of the screen with each line of dialogue which needs to be clicked.

Really not sure where the problem is coming from.
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Tony Li
Posts: 22056
Joined: Thu Jul 18, 2013 1:27 pm

Re: LucasArts style

Post by Tony Li »

That large button at the bottom is the player response menu of the dialogue UI that's assigned to the Dialogue Manager's Dialogue UI field.

There are two ways to resolve it:

1. Untick the Dialogue Manager's Input Settings > Always Force Response Menu and tick Display Settings > Show PC Subtitles During Line. When the player only has one response, instead of showing it in a menu, it will automatically play as a subtitle. (You can also make an individual node auto-play as a subtitle by including the [auto] markup tag.)

2. Or, if you need to show a menu from which the player can choose a response, and if you don't want to use the big buttons at the bottom of the screen, you can set player's Dialogue Actor component > Menu Panel Number to Custom. Then assign the "Bubble Template Standard UI Menu Panel" to the Custom Menu Panel field. Menus will appear as cartoon bubbles above the player's head, similar to subtitles.
obsidianmystic
Posts: 5
Joined: Sun May 12, 2019 1:40 pm

Re: LucasArts style

Post by obsidianmystic »

Hey! That did it! Thanks a lot for your help!
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Tony Li
Posts: 22056
Joined: Thu Jul 18, 2013 1:27 pm

Re: LucasArts style

Post by Tony Li »

Glad to help!
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