Help with WRPG Template Standard Dialogue UI
Help with WRPG Template Standard Dialogue UI
I use WRPG Template Standard Dialogue UI, I would like to show NPC Text, in that case "Who are you?" and next hide NPC text and show only player text, in this case those 2 response buttons. As you can see on screen, NPC text and Player response buttons are shown in the same Main Panel, I would like to show first NPC text and next only response buttons. How could I make this?
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- example.png (15.06 KiB) Viewed 554 times
Re: Help with WRPG Template Standard Dialogue UI
Hi,
Inspect your dialogue UI's WRPG Template Standard Dialogue UI > Dialogue Panel > Subtitle Panel Info. Change the Visibility dropdown to Only During Content, and UNtick Accumulate Text.
Inspect your dialogue UI's WRPG Template Standard Dialogue UI > Dialogue Panel > Subtitle Panel Info. Change the Visibility dropdown to Only During Content, and UNtick Accumulate Text.
Re: Help with WRPG Template Standard Dialogue UI
Yes that work! Thank you.
And I have 2 another questions:
1. Even if there is only one sequence with no choices like in attachment, how just print normal text in dialogue box, not in response button like on the screen?
2. I use my interaction system, how can I trigger dialogue attached to NPC player interact with from script?
And I have 2 another questions:
1. Even if there is only one sequence with no choices like in attachment, how just print normal text in dialogue box, not in response button like on the screen?
2. I use my interaction system, how can I trigger dialogue attached to NPC player interact with from script?
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- Bez tytułu.png (6.27 KiB) Viewed 541 times
Re: Help with WRPG Template Standard Dialogue UI
See: How To: Bypass Response Menu When Player Has One Choice
Set up a Dialogue System Trigger set to OnUse. Configure your interaction system to call the Dialogue System Trigger's OnUse() method.
Or call DialogueManager.StartConversation() from a C# script if you prefer.
Re: Help with WRPG Template Standard Dialogue UI
Yes that works too! And is that possible to move text to next dialogue box if it's too long? Currently its just scrolling down, but I would like to move it.
Re: Help with WRPG Template Standard Dialogue UI
You can split nodes at design time by making a new node and adjusting links, or by putting a pipe character ( | ) where you'd like to split them and then selecting Menu > Split Pipes Into Nodes.
Splitting them at runtime would require some custom scripting.
Splitting them at runtime would require some custom scripting.
Re: Help with WRPG Template Standard Dialogue UI
How could I also stop continue button from skip entire dialog to the next dialog? I would like to show all dialog text on first click of continue button and then move to next dialogue if all text is shown.
Re: Help with WRPG Template Standard Dialogue UI
Did you assign the subtitle text to the StandardUIContinueButtonFastForward component?