Sequence is under Terrain - after Changing Actor its not anymore?

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Terraya
Posts: 19
Joined: Sat Feb 01, 2020 5:22 pm

Sequence is under Terrain - after Changing Actor its not anymore?

Post by Terraya »

Hey Tony!

We got a small problem,

we have several Conversations setup and on 2 we are stuck,

whenever we talk to those NPCs and our Camera should watch not the player,
but the other person whos talking to us, our Camera get stuck under the Earth,

but if we change the Actor under the Conversation in the Dialogue Editor to another one but this 2 which are not working,
it starts to work proply,

now 2 questions:

- 1. for what exactly do we need the Actors in the Dialogue Editor , are they important for any dialogue / quest progress or is it just to display in case we have a subtitle, their names?
- 2. do you have a fix for that? :D
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Tony Li
Posts: 22054
Joined: Thu Jul 18, 2013 1:27 pm

Re: Sequence is under Terrain - after Changing Actor its not anymore?

Post by Tony Li »

Hi,

It sounds like you're using the Camera() sequencer command to point the camera at characters. If you want to point the camera in a closeup on the NPC, set the Dialogue Manager's Camera & Cutscene Settings > Default Sequence to something like:

Code: Select all

Camera(Closeup);
Delay({{end}})
But if you don't want to do the same for the player, set the Default Player Sequence to:

Code: Select all

Delay({{end}})
Terraya wrote: Wed Aug 26, 2020 4:49 pm - 1. for what exactly do we need the Actors in the Dialogue Editor , are they important for any dialogue / quest progress or is it just to display in case we have a subtitle, their names?
The actors are used to show portrait names in the subtitle panel and to link actors to GameObjects so sequencer commands such as Camera() know which GameObjects to use. See Character GameObject Assignments for more details about that.

If you want to know what GameObjects the conversation and the Camera() sequencer commands are using, set the Dialogue Manager's Other Settings > Debug Level to Info. When a conversation starts, it will log something like:

Dialogue System: Starting conversation 'XXX' with actor=AAA and conversant=BBB

where AAA and BBB are the GameObjects.

When the Camera() sequencer command runs, it will log two lines. The second line will report which GameObject it's using, such as:

Dialogue System: Sequencer: Camera(Closeup, BBB, 0s)
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