[SOLVED] Delay on a single conversation node

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miguelfanclub
Posts: 43
Joined: Sat Nov 28, 2015 4:09 pm

[SOLVED] Delay on a single conversation node

Post by miguelfanclub »

Im doing an intro scene where different cameras are involved with fades using Playmaker.
As I want the entire text of the game being localized, Id like to use Dialogue System for that also.
Im able to show the dialogue betwenn fades in a monologue style but I cant control the time each dialogue node is displayed and make them match.

What would be the best practice for that?

Many thanks!
Last edited by miguelfanclub on Sat Dec 19, 2015 3:53 pm, edited 1 time in total.
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Tony Li
Posts: 21070
Joined: Thu Jul 18, 2013 1:27 pm

Re: Delay on a single conversation node

Post by Tony Li »

If you want to use exact timings (such as 2.5 seconds), set the dialogue entry's Sequence to:

Code: Select all

Delay(2.5)
You can add this to any existing commands in your Sequence. Separate them with semicolons ( ; ). For example:

Code: Select all

Audio(beep);
Delay(2.5)
If you want the dialogue entry to wait until PlayMaker tells it to continue, use these steps:

1. In your PlayMaker FSM, use the "Send Sequencer Message" action. Send a message of your choice, such as "Done".

2. Set the dialogue entry's Sequence to:

Code: Select all

None()@Message(Done)
This sequence waits until it receives the "Done" message. Then it does nothing (because of the None() command).
miguelfanclub
Posts: 43
Joined: Sat Nov 28, 2015 4:09 pm

Re: [SOLVED] Delay on a single conversation node

Post by miguelfanclub »

Thanks!
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