A continue button haunts.
A continue button haunts.
HeyTony,
I had to use the continue button because sometimes the NPC will say several paragraphs in a row, and using the button allows the player to read it better, but I had a problem that when there is LoadLevel() in the sequence of the NPC's words, this dialogue of the scene switch is taken to the next scene and needs to be clicked to end it.
aaajiao
I had to use the continue button because sometimes the NPC will say several paragraphs in a row, and using the button allows the player to read it better, but I had a problem that when there is LoadLevel() in the sequence of the NPC's words, this dialogue of the scene switch is taken to the next scene and needs to be clicked to end it.
aaajiao
Re: A continue button haunts.
Hi,
Add this line to the end of the sequence:
It will simulate a continue button click so the player doesn't have to click the continue button.
Add this line to the end of the sequence:
Code: Select all
required Continue()@7.5
Re: A continue button haunts.
Code: Select all
required Continue()@7.6
Re: A continue button haunts.
Related question, when a node-link to a new conversation has to be clicked on anyway to get to it, I tried various things
Re: A continue button haunts.
Continue() doesn't work?
Re: A continue button haunts.
Yes, it doesn't work.
have to click on everything to jump to it.
have to click on everything to jump to it.
Re: A continue button haunts.
Code: Select all
required Continue()@7.6
Re: A continue button haunts.
Hi,
Disable the continue button until the level is loaded. Add this to the same Sequence as LoadLevel:
In the next node (after LoadLevel), add this to the Sequence:
Disable the continue button until the level is loaded. Add this to the same Sequence as LoadLevel:
Code: Select all
SetContinueMode(false);
Code: Select all
SetContinueMode(true);
Re: A continue button haunts.
Hey Tony
That's really the way to go. I changed my thinking, when the NPC speaks continuously, the first node SetContinueMode(true); the last SetContinueMode(false);
That's really the way to go. I changed my thinking, when the NPC speaks continuously, the first node SetContinueMode(true); the last SetContinueMode(false);
I try to use it but it doesn't seem to work the way I set it up in the dialogue mannger.original: Restores the saved continue button mode.