Hello,
I am using the Dialogue Plugin together with the PlayMaker actions for it and I've noticed an issue where if I use the "Start Conversation" action followed by an "Is Conversation Active" action after it, checking every frame, it never registers the conversation becoming 'inactive'. The conversation reaches the final [END] node but it doesn't seem to register as ending and/or not being active - I would have thought a conversation reaching the end would be considered no longer active?
The only way I can do this is to trigger a "Stop Conversation" FSM from the [END] node of every conversation, which will then trigger the Inactive event on the "Is Conversation Active" action, but that seems a bit over the top unless I'm just missing a setting somewhere?
Thanks, Tony.
Conversations ending not considered 'inactive' for PlayMaker FSMs?
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- Posts: 8
- Joined: Mon Aug 15, 2022 3:56 pm
Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?
Hi,
Did you tick the "Is Conversation Active" action's "Every Frame" checkbox"? Otherwise it will only check once, right after you've started the conversation.
Did you tick the "Is Conversation Active" action's "Every Frame" checkbox"? Otherwise it will only check once, right after you've started the conversation.
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- Posts: 8
- Joined: Mon Aug 15, 2022 3:56 pm
Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?
Hello,
Yep "Every Frame" is checked.
Yep "Every Frame" is checked.
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- Posts: 8
- Joined: Mon Aug 15, 2022 3:56 pm
Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?
Actually I just figured out what was going on having had a bit more time to look at it.
I was keeping every END node as blank (similar to the START nodes) with no dialogue, but it looks like when you do that, I get a debug log for the character says '' and then clicking to CONTINUE (on the bigger than screen size invisible continue button) doesn't work.
So it seems like if you have a blank node continue doesn't work - it's treated as waiting for some dialogue text? In any case, I just went through and deleted all my empty END nodes and they go inactive correctly now!
I was keeping every END node as blank (similar to the START nodes) with no dialogue, but it looks like when you do that, I get a debug log for the character says '' and then clicking to CONTINUE (on the bigger than screen size invisible continue button) doesn't work.
So it seems like if you have a blank node continue doesn't work - it's treated as waiting for some dialogue text? In any case, I just went through and deleted all my empty END nodes and they go inactive correctly now!
Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?
Great!
BTW, if you want to keep those empty end nodes for some reason, inspect them, click the "+" next to the Sequence field, and select Continue > Simulate Continue Button click. Or just enter this in the Sequence field:
BTW, if you want to keep those empty end nodes for some reason, inspect them, click the "+" next to the Sequence field, and select Continue > Simulate Continue Button click. Or just enter this in the Sequence field:
Code: Select all
Continue()