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!
[SOLVED] Delay on a single conversation node
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[SOLVED] Delay on a single conversation node
Last edited by miguelfanclub on Sat Dec 19, 2015 3:53 pm, edited 1 time in total.
Re: Delay on a single conversation node
If you want to use exact timings (such as 2.5 seconds), set the dialogue entry's Sequence to:
You can add this to any existing commands in your Sequence. Separate them with semicolons ( ; ). For example:
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:
This sequence waits until it receives the "Done" message. Then it does nothing (because of the None() command).
Code: Select all
Delay(2.5)
Code: Select all
Audio(beep);
Delay(2.5)
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)
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- Posts: 43
- Joined: Sat Nov 28, 2015 4:09 pm