Conversations ending not considered 'inactive' for PlayMaker FSMs?

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TonyCooper
Posts: 8
Joined: Mon Aug 15, 2022 3:56 pm

Conversations ending not considered 'inactive' for PlayMaker FSMs?

Post by TonyCooper »

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register as ending and/or not being active - I would have thought a conversation reaching the end would be considered no longer active?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.
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Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?

Post by Tony Li »

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.
TonyCooper
Posts: 8
Joined: Mon Aug 15, 2022 3:56 pm

Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?

Post by TonyCooper »

Hello,

Yep "Every Frame" is checked.
TonyCooper
Posts: 8
Joined: Mon Aug 15, 2022 3:56 pm

Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?

Post by TonyCooper »

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! :D
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Tony Li
Posts: 22143
Joined: Thu Jul 18, 2013 1:27 pm

Re: Conversations ending not considered 'inactive' for PlayMaker FSMs?

Post by Tony Li »

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:

Code: Select all

Continue()
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