I have a scene object that wants to respond to OnConversationStart events. The documentation for the "Dialogue System Events" component says to attach it to the Dialog Manager, but my gameobject is a scene object (that needs references to other scene objects, so I can't move it out of the scene).
Simply attaching the "Dialogue System Events" component does nothing. I suspect it doesn't subscribe to the events. So I might be missing an additional component to attach?
Or maybe there is another solution:
I want to disable/enable some objects in my scene whenver I am in a conversation. Reacting to the OnConversationStart and End events seemed like the natural approach.
Receive OnConversationStart on various game Objects
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
Re: Receive OnConversationStart on various game Objects
From the documentation it seems I simply don't get those events sent unless I'm a participant. Makes sense.
So I need to hook into the C# events? Is that the correct approach?
So I need to hook into the C# events? Is that the correct approach?
Re: Receive OnConversationStart on various game Objects
Yes. If you can't put a Dialogue System Events or an OnConversationStart script method on one of the participants or the Dialogue Manager, hook into the C# events. That's what they're there for.
(Refer to this reply, too.)
If you need to activate or deactivate objects only when a specific dialogue entry node plays, you can use scene events if you prefer.
(Refer to this reply, too.)
If you need to activate or deactivate objects only when a specific dialogue entry node plays, you can use scene events if you prefer.
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- Posts: 150
- Joined: Mon Nov 23, 2020 6:35 am
Re: Receive OnConversationStart on various game Objects
Got it and it works, thanks.
Yes, I figured out how to trigger things from a dialog, but in this case I'm using a quest state. Essentially, when entering the scene, if this quest is active, activate those gameobject.
Yes, I figured out how to trigger things from a dialog, but in this case I'm using a quest state. Essentially, when entering the scene, if this quest is active, activate those gameobject.
Re: Receive OnConversationStart on various game Objects
Got it. BTW, you might also have been able to use a Dialogue System Trigger for that. Set the Dialogue System Trigger to OnStart. Set the Conditions > Quest Conditions to require that the quest is in a specific state. Then select Add Action > Set GameObjects Active/Inactive.