Pause/Wait timer for animations.

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Fearinhell
Posts: 44
Joined: Sun Feb 20, 2022 5:53 pm

Pause/Wait timer for animations.

Post by Fearinhell »

I have tied a yes response in my dialogue to an animation. I was wanting to either wait til the animation is finished OR just have a timer that is the animation length before the next dialogue response occurs. Thanks in advance.
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Tony Li
Posts: 22149
Joined: Thu Jul 18, 2013 1:27 pm

Re: Pause/Wait timer for animations.

Post by Tony Li »

Hi,

A dialogue entry node's subtitle will stay onscreen until the node's Sequence is done. If the node's Sequence is blank, it will play the Dialogue Manager GameObject's Camera & Cutscene Settings > Default Sequence.

Say the animation is named "Nod Yes", and it's on the node's speaker. You can set the node's Sequence to:

Code: Select all

AnimatorPlayWait(Nod Yes)
The node will play this animation and advance the conversation when the animation is done.

Exception: If you've set the Dialogue Manager's Subtitle Settings > Continue Button to a mode that uses continue buttons, such as Always, the node will wait until the player clicks the continue button.
Fearinhell
Posts: 44
Joined: Sun Feb 20, 2022 5:53 pm

Re: Pause/Wait timer for animations.

Post by Fearinhell »

My issue is that the animation plays on the Actor and I need the pause during the conversant. Anyway for just a timer sequence?
Fearinhell
Posts: 44
Joined: Sun Feb 20, 2022 5:53 pm

Re: Pause/Wait timer for animations.

Post by Fearinhell »

Found the list in the sequence, so Delay(15);
look right?
Fearinhell
Posts: 44
Joined: Sun Feb 20, 2022 5:53 pm

Re: Pause/Wait timer for animations.

Post by Fearinhell »

Continuing with what Im working on here, during this certain conversation I want them to not be able to hit the escape key and close it. Anyway to do that without stopping escape for the entire scene?
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Tony Li
Posts: 22149
Joined: Thu Jul 18, 2013 1:27 pm

Re: Pause/Wait timer for animations.

Post by Tony Li »

Hi,

Yes. If you only want the dialogue entry node to wait for 15 seconds, Delay(15) will do it.

The Escape key is probably still mapped to the Dialogue Manager's Display Settings > Input Settings > Cancel Subtitle Input and Cancel Conversation Input. These are all-or-nothing settings. I recommend setting them to None instead of Escape. This will disable them entirely.

Then you can set the Dialogue Manager's Display Settings > Subtitle Settings > Continue Button dropdown to a mode such as Always or Optional. (More info: table of Continue Button modes)

Add a UI Button Key Trigger component to your subtitle panel's continue button. Set the Key to Escape. This will map Escape as a hotkey that clicks the continue button to advance the conversation.

To disable the continue button for a specific dialogue entry node, use the SetContinueMode() sequencer command. For example, to do an unskippable delay for 5 seconds, use this sequence:

Code: Select all

SetContinueMode(false);
SetContinueMode(true)@5
Note that you don't need the Delay(5) because SetContinueMode(true)@5 will wait for 5 seconds and then re-enable the continue button.

If you also want to automatically advance the conversation after 5 seconds, use this:

Code: Select all

SetContinueMode(false);
required SetContinueMode(true)@5;
Continue()@5
The Continue() command simulates a continue button click.
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