This is kind of a follow up to another topic I found here, but I didn't want to necro something two years old.
https://www.pixelcrushers.com/phpbb/vie ... iple#p9322
Using the example with the four portraits at once is close to what I need, but in the example scene, each dialogue actor has a different subtitle panel assigned. That works for one conversation, but if you, say, wanted to have a one on one chat with your crew members in this scenario after the group introduction, they're still going to use the panels assigned to them, so Psion's portrait will be right next to the player's even when there are no other actors. I'm planning on doing something sort of like the older Fire Emblem games did, where the position of character portraits in the dialogue is used to help tell the story (ie, while the player is talking to a friendly character, an assassin's portrait might appear in the slot behind the friendly, going from [P] [ ] [ ] [F] to [P] [ ] [F] [A] ). The majority of conversations will use panels 0 and 1 as default positions, but I'd like to be able to add an actor to a group conversation without it changing their panel in all conversations.
Is there a way to temporarily change the subtitle panel on a dialogue actor just for a given conversation, or something else that might work?
Assigning Dialogue Panels Per Conversation
Re: Assigning Dialogue Panels Per Conversation
Hi,
Yup, use the SetPanel() sequencer command to change the actor's panel for the duration of the conversation, or use the [panel=#] markup tag in a dialogue entry's Dialogue Text to change the actor's panel only for that dialogue entry.GreyArchon wrote: ↑Mon Aug 17, 2020 7:14 pmIs there a way to temporarily change the subtitle panel on a dialogue actor just for a given conversation, or something else that might work?
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Re: Assigning Dialogue Panels Per Conversation
Thank you, that was just what I needed!
Re: Assigning Dialogue Panels Per Conversation
Happy to help!