Hi Tony,
I think the title might be misleading. I searched for answers before posting here, since I didn't see quite what I was looking for. I've got this scenario depicted here:
I want the NPC on bottom to chime in during this conversation with something like "Yeah! Scram!" maybe a half second after this conversation node. Is there a good way to do this? Sequencer maybe?
On a side note, is there a way for NPC's to piggyback off each other's barks? Say our top guy there barks "Hey, let's mug that guy!", the bottom one barks a half second later with "Yeah! Let's take his gold!"
Running concurrent conversations
Re: Running concurrent conversations
Hi Chris,
When there's more than one line, I prefer to use a conversation. You could assign the first node to the top guy and the second node to the bottom guy. Set up world space subtitle panels for each one. Add a Dialogue Actor component and assign the world space subtitle panel to its Dialogue UI Settings > Custom Subtitle Panel.
However, if you want to use barks, you can do something like this:
When there's more than one line, I prefer to use a conversation. You could assign the first node to the top guy and the second node to the bottom guy. Set up world space subtitle panels for each one. Add a Dialogue Actor component and assign the world space subtitle panel to its Dialogue UI Settings > Custom Subtitle Panel.
However, if you want to use barks, you can do something like this:
- In the Dialogue Editor, add a Boolean variable named 'SaidLetsMug".
- In the node where the top guy barks "Hey, let's mug that guy!", set the variable true. If you're barking text instead of a conversation node, in the same Dialogue System Trigger select Add Action > Run Lua Code, and set the variable true there.
- Add another Dialogue System Trigger to the top guy.
- Set it to On Bark End.
- Set Conditions > Lua Conditions to require that 'SaidLetsMug' is true.
- Configure it to bark 'Yeah! Let's take his gold!', and assign the bottom guy as the Barker.
- Also select Add Action > Run Lua Code, and set the variable back to false.
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Re: Running concurrent conversations
Wow, I can't believe I didn't think to change the next node's conversation actor to the other NPC. I was thinking one conversation is for one NPC only. Thanks Tony, I feel a little silly!
Re: Running concurrent conversations
No worries; I'm glad I could provide an easy solution.