Hi there!
How can I make it so, when I click on an NPC, it barks something generic, for example;
"Nice weather today!"
In the bark demo, the bark triggers after a certain amount of time, which is not what I want. Instead, I want it so when I "use" a specific character, they do a bark rather than starting a conversation. Is there any way to do this?
P.S.
This is an AMAZING product and has really helped me out with my school project game. You're a wonderful developer and have really helped me achieve my storytelling dreams.
KOTOR Like Barks?
Re: KOTOR Like Barks?
Hi,
Thanks for using the Dialogue System!
When you add a Dialogue System Trigger, instead of selecting Add Action > Start Conversation, select Add Action > Bark. You can specify whether to bark text that you can type directly into the Dialogue System Trigger or pull a line from a conversation. Barking text is quick and easy. Barking from a conversation lets you add conditions to each of the lines -- for example, checking a custom weather variable so the NPC can say "Nice weather today!" or "Lousy weather today, huh?" based on the variable's current value. Or, since you mentioned KOTOR, barking based on the player's KOTOR2-style Influence values.
Thanks for using the Dialogue System!
When you add a Dialogue System Trigger, instead of selecting Add Action > Start Conversation, select Add Action > Bark. You can specify whether to bark text that you can type directly into the Dialogue System Trigger or pull a line from a conversation. Barking text is quick and easy. Barking from a conversation lets you add conditions to each of the lines -- for example, checking a custom weather variable so the NPC can say "Nice weather today!" or "Lousy weather today, huh?" based on the variable's current value. Or, since you mentioned KOTOR, barking based on the player's KOTOR2-style Influence values.
Re: KOTOR Like Barks?
Ah, that makes sense - thanks! Is there any way that I can make the bark trigger when I use the NPC rather than having it play randomly or when the player is close to it?
Re: KOTOR Like Barks?
Yes, the same as setting up a conversation. Set up the NPC to be "usable" -- add a collider, Usable component, and Dialogue System Trigger. Leave the Dialogue System Trigger set to OnUse.
Set up your player to "use" usables such as NPCs -- add a Selector or Proximity Selector.
Set up your player to "use" usables such as NPCs -- add a Selector or Proximity Selector.
Re: KOTOR Like Barks?
Got it! Thank you so much for your prompt response! Very much appreciated.