Deactivated Continue and Multiple Conversation Zones Corgi Engine

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BWLGeorge
Posts: 41
Joined: Sun Jun 19, 2022 10:10 pm

Deactivated Continue and Multiple Conversation Zones Corgi Engine

Post by BWLGeorge »

Howdy folks, I'm having a bit of an odd issue where my continue button is deactivating during a very specific dialogue sequence and I'm not quite sure how

I have a conversation that hides the dialogue panel, plays an animation, and reshows the panel (and then repeats this at the end of the dialogue). I had this working at first, but then foolishly changed a bunch of things to fix some other issues without making a backup. The specific issue here is, animations all work, hiding and reshowing the panel works, but somehow when the panel is reshown at the start of the dialogue, the continue button is still deactivated. Using the scene view while the game is running, I can tick the continue button to visible and then continue the scene as normal, so nothing's broken post-continue button.

Here's what my sequences look like:
On the Dialogue System Trigger for the object
Camera(Bonfire);
PermitAbility(CharacterHandleWeapon,false);
PermitAbility(CharacterHandleWeapon,true)@message(Done);

On the conversation start:
SetDialoguePanel(false);
AnimatorPlay(Eoinsit);
AnimatorBool(Sitting, true)@1;
SequencerMessage(Panel)@1.8;
Continue()@2;

On the first line of dialogue:
SetDialoguePanel(True,immediate);

On the conversation end
SetDialoguePanel(false);
AnimatorBool(Sitting, false);
AnimatorBool(Stand, true);
AnimatorBool(Stand, false)@.2;
Continue()@2;
SequencerMessage(Done)@1;

I can post more information/pictures of my settings/a build of the project if necessary, but any and all help would be super appreciated.
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Deactivated Continue and Multiple Conversation Zones Corgi Engine

Post by Tony Li »

Hi,

The "immediate" option is only valid for ShowDialoguePanel(false). On the conversation start node, try using SetDialoguePanel(false, immediate), and remove "immediate" from the first line of dialogue.

If that doesn't fix the issue, we can dig into it further, or you can simply add SetContinueMode(true) to the sequence of the first line of dialogue to explicitly tell the Dialogue System to show the continue button.
BWLGeorge
Posts: 41
Joined: Sun Jun 19, 2022 10:10 pm

Re: Deactivated Continue and Multiple Conversation Zones Corgi Engine

Post by BWLGeorge »

Adding a SetContinueMode trigger to the dialogue node worked like a charm and I probably should have thought of that already. Thanks so much for the help!
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Tony Li
Posts: 21977
Joined: Thu Jul 18, 2013 1:27 pm

Re: Deactivated Continue and Multiple Conversation Zones Corgi Engine

Post by Tony Li »

Glad to help!
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