Currently I am using barks for when NPCs should talk to the player without interrupting gameplay. The limitation of Barks is the player cannot respond back.
I would like to play a specific conversation that does not interrupt gameplay. The next response should come up at the end of AudioWait from the prior node.
For example
NPC: "Where are you?
(After about 3 seconds)
Player: "I am here"
(After about 3 seconds, the dialogue closes)
If I use the normal process of starting a conversation, it requires pressing 'continue' which would interrupt gameplay. I understand I could change this globally by Dialogue Manager's Continue Button, however I don't want to change it globally, only for this conversation.
How do I make a specific conversation not interrupt gameplay?
Re: How do I make a specific conversation not interrupt gameplay?
When you are talking about a specific conversation, there is a checkbox called "Override Display Settings" which will allow you to change on a per-conversation basis the display settings, including editing the continue button logic
See:
See:
Re: How do I make a specific conversation not interrupt gameplay?
Yes, what @cbmoz said.
You can also change the conversation's Default Sequence -- for example, to: AudioWait(entrytag)
If you want these conversations to run in the background while the player can be engaged in an interrupting conversation, tick the Dialogue Manager's Other Settings > Allow Simultaneous Conversations.
You can also change the conversation's Default Sequence -- for example, to: AudioWait(entrytag)
If you want these conversations to run in the background while the player can be engaged in an interrupting conversation, tick the Dialogue Manager's Other Settings > Allow Simultaneous Conversations.
Re: How do I make a specific conversation not interrupt gameplay?
After these changes this is still working as an interactive conversation. This is supposed to be a background conversation while the player is playing the game. There should be no buttons to press or player interaction at all. The player should not have to wait for or click anything.
Settings attached
Settings attached
- Attachments
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- Trigger.PNG (56.62 KiB) Viewed 488 times
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- DialogueSettings2.PNG (88.27 KiB) Viewed 488 times
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- DialogueSettings.PNG (70.52 KiB) Viewed 488 times
Re: How do I make a specific conversation not interrupt gameplay?
Here is an in-game example of what I want in case it still isn't clear
The player character is talking to his master via telepathy. They have conversation back and forth. This isn't interrupting the human playing the game.
The player character is talking to his master via telepathy. They have conversation back and forth. This isn't interrupting the human playing the game.
Re: How do I make a specific conversation not interrupt gameplay?
Hi,
You'll still use the conversation's Override Display Settings.
Tick Subtitle Settings > Show PC Subtitle During Line.
Untick Input Settings > Always Force Response Menu.
You'll still use the conversation's Override Display Settings.
Tick Subtitle Settings > Show PC Subtitle During Line.
Untick Input Settings > Always Force Response Menu.
Re: How do I make a specific conversation not interrupt gameplay?
Works now, thanks. Might be a good one to add to the manual or FAQ since this is a common use case and seems to take a lot of steps to get working.
Re: How do I make a specific conversation not interrupt gameplay?
Good idea. Will do.