How to talk on a timeline

Announcements, support questions, and discussion for the Dialogue System.
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Tony Li
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Re: How to talk on a timeline

Post by Tony Li »

Hi,

How do the other two conversations advance? Does the player click a continue button? Or do they not use continue button mode?
SBSun
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Joined: Thu Sep 08, 2022 6:39 pm

Re: How to talk on a timeline

Post by SBSun »

The other two conversations are self-talk and are executed by the StartConversation function in the Script.

The Continue Button has a value of Never.
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Tony Li
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Re: How to talk on a timeline

Post by Tony Li »

When the timeline conversation's Continue Conversation clip runs, do the other (non-Timeline) conversations also disappear? If so, this is a known issue that I will have to address.
SBSun
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Re: How to talk on a timeline

Post by SBSun »

No, it is not.

The problems with the dialogue set as the timeline now are as follows.

1. Text is displayed for a very short time or is not displayed

2. Only the first entry is output, the next entry is not output
SBSun
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Re: How to talk on a timeline

Post by SBSun »

Photo 1 is a Conversation executed in the timeline.

If you look at the 2nd picture, you can see that the first line is normal and the sequence works well.

However, in the 3rd picture, the next line is printed and the UI should be deactivated 2 seconds later, but only that log is printed and no lines are output.
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Tony Li
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Re: How to talk on a timeline

Post by Tony Li »

Does this happen only when more than one conversation is active at a time?

If so, does each conversation have its own dialogue UI? If not, add an Override Dialogue UI component to each NPC. Assign a dialogue UI, such as Basic Standard Dialogue UI, even if the NPC uses a custom bubble subtitle panel.
SBSun
Posts: 46
Joined: Thu Sep 08, 2022 6:39 pm

Re: How to talk on a timeline

Post by SBSun »

The Override Dialog UI has already been set in Enemy Prefab.

When testing with all 3 Enemys enabled, there was a bug where the dialogue caused by Tilmline ended as soon as the second entry started, and sometimes the other 2 dialogues behaved strangely.
The two pictures are logs of this situation.

In the Conversation performed by two Enemys, Delay(4) was set as the Default Sequence, but there was a situation in which it was turned off in the middle of less than 4 seconds.

When I activated only the Timeline Enemy and ran the dialogue, the first entry worked fine, but the second didn't.
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Tony Li
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Re: How to talk on a timeline

Post by Tony Li »

SBSun wrote: Mon Oct 17, 2022 8:41 amWhen I activated only the Timeline Enemy and ran the dialogue, the first entry worked fine, but the second didn't.
Let's examine this first.

In 2.PNG, "Dialogue System: Ending conversation" appears immediately after Guard_CutScene says the second entry. Try moving the final Continue Conversation clip to a point later in the timeline.
SBSun
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Re: How to talk on a timeline

Post by SBSun »

The timeline is organized like a photo. As Tony answered above, there are two entries, but one more Continue clip is added to complete the Conversation.
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Tony Li
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Re: How to talk on a timeline

Post by Tony Li »

Would you please send a reproduction project to tony (at) pixelcrushers.com along with a list of the steps I should follow to experience the issue?
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