Use "On Execute" AFTER conversation ends.

Announcements, support questions, and discussion for the Dialogue System.
Post Reply
Ren
Posts: 3
Joined: Sat Jul 11, 2020 10:02 am

Use "On Execute" AFTER conversation ends.

Post by Ren »

Hi, I wanted to find if anyone is having the same problem as me but I couldn't find any.
I know there is "on conversation start/end" Trigger, but what I'm trying to achieve is to start my playmaker FSM when a curtain conversation ends. Therefore, I am using On Execute instead.

For example, I don't want all my conversations to have the same behavior when they are ended. So I am trying to use "On Execute(GameObject)" on the Scene Event inspector to active my FSM. However, this fsm activates BEFORE I push 'next'(or enter) to close the last conversation window. What I want to do is that when my last conversation window is gone, when the conversation is completely ended, I want the FSM to be activated.

I hope this makes sense. Please let me know if I need to explain anything anymore! I've also tried to put one more node with empty dialogue, but it requires one more enter(next) to close the conversation window. please let me know if I am missing something. Thanks for reading!
User avatar
Tony Li
Posts: 22047
Joined: Thu Jul 18, 2013 1:27 pm

Re: Use "On Execute" AFTER conversation ends.

Post by Tony Li »

Hi Ren,

A quick solution is to use that extra node at the end. Set the Sequence field to: Continue()

This will simulate a continue button click so the player doesn't have to press enter/next.

Alternatively, if each conversation uses a different GameObject for its Conversation Conversant, you can add a Dialogue System Events component to the GameObject. Configure the OnConversationEnd() event to start your FSM.
Post Reply