I have a NPC object that will bring up a textBox but I am having issues with continuing the textbox, and also bringing it up a second time after an initial conversation.
Here is my setup with my NPC Object:
I am basically trying to do a setup like a standard JRPG. Walk up to a NPC, click the South Button and a textbox pops up, once all dialog is completed in textbox, press south button again, and convo either continues forward with more, or closes out.
Right now, I can press the west button to start a dialog, and then it will only handle the first child node in the dialog tree and then close out, then if I press the east button I can have the NPC talk again with the second dialog node. Not sure what is happening to have this functionality, but I appreciate any insight / help on this.
Thanks
Continue Text With NPC Discussion
Re: Continue Text With NPC Discussion
Hi,
There are two likely causes of the continue issue:
1. Does the first node have a link to the second node? And is the second node's Conditions field blank or true at the time of the conversation? If there's no link, or if the Conditions are false, the conversation will stop at the first node. To confirm, temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. This will log a lot of info to the Console. Look for these lines:
Also, make sure you've set the Dialogue Manager's Display Settings > Subtitle Settings > Continue Button to Always so it waits for the player to continue.
To play a different conversation the second time the player interacts with the NPC, see: How To: Play Conversation Only Once (with instructions to play a different conversation on second interaction).
There are two likely causes of the continue issue:
1. Does the first node have a link to the second node? And is the second node's Conditions field blank or true at the time of the conversation? If there's no link, or if the Conditions are false, the conversation will stop at the first node. To confirm, temporarily set the Dialogue Manager's Other Settings > Debug Level to Info. This will log a lot of info to the Console. Look for these lines:
- Dialogue System: Starting conversation 'title' with actor=XXX and conversant=YYY
- Dialogue System: Add Link ZZZ
The link to ZZZ is valid. After showing the current node, it may go to node ZZZ. - Dialogue System: Block on False Link ZZZ
The link to ZZZ is not currently valid. The conversation will not go there after the current node. - Dialogue System: Ending conversation.
Also, make sure you've set the Dialogue Manager's Display Settings > Subtitle Settings > Continue Button to Always so it waits for the player to continue.
To play a different conversation the second time the player interacts with the NPC, see: How To: Play Conversation Only Once (with instructions to play a different conversation on second interaction).
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Re: Continue Text With NPC Discussion
Hey Tony
This is what I got with the debug log. Also, the controls are acting REALLY weird on me. I will walk up to the NPC and press my Interact(South button) and nothing happens, then I press my west button, east button, still nothing, and then back to interact and then the text box will pop up.
I have my Input Device Manager Script on here also and it has the Interact button for Submit. Is there anywhere else I need to look for handling this input stuff?
This is what I got with the debug log. Also, the controls are acting REALLY weird on me. I will walk up to the NPC and press my Interact(South button) and nothing happens, then I press my west button, east button, still nothing, and then back to interact and then the text box will pop up.
I have my Input Device Manager Script on here also and it has the Interact button for Submit. Is there anywhere else I need to look for handling this input stuff?
Re: Continue Text With NPC Discussion
Hi,
The quickest way to get this working is probably to send a reproduction project to tony (at) pixelcrushers.com. This way we can both look at the project directly.
Otherwise, we can break it down step by step:
The Input Device Manager's Submit input isn't used for much. We can ignore it.
Are you using the new Input System package?
How are you triggering dialogue? Are you using a Selector or Proximity Selector component? Something else? If you're using a Selector/ProximitySelector, what are the values of the Use Key and Use Button? If you're using the new Input System package, have you registered the Use Button value with the InputDeviceManager?
What is the Dialogue Manager GameObject's Subtitle Settings > Continue Button dropdown set to?
What does your conversation look like?
The quickest way to get this working is probably to send a reproduction project to tony (at) pixelcrushers.com. This way we can both look at the project directly.
Otherwise, we can break it down step by step:
The Input Device Manager's Submit input isn't used for much. We can ignore it.
Are you using the new Input System package?
How are you triggering dialogue? Are you using a Selector or Proximity Selector component? Something else? If you're using a Selector/ProximitySelector, what are the values of the Use Key and Use Button? If you're using the new Input System package, have you registered the Use Button value with the InputDeviceManager?
What is the Dialogue Manager GameObject's Subtitle Settings > Continue Button dropdown set to?
What does your conversation look like?
Re: Continue Text With NPC Discussion
Hi,
Thanks for sending the repro project. I replied with an email that contained several screenshots. If you didn't get it, let me know.
Thanks for sending the repro project. I replied with an email that contained several screenshots. If you didn't get it, let me know.