Hi tony thank you for the first part of your answer but with the second oneTony Li wrote: ↑Wed Mar 08, 2023 8:14 pm Hi,
The How To Write Sequences section of the manual explains the "@" timing syntax. You can tell a command to wait for a specific time (e.g., Audio(hello)@5) or wait for a message string (e.g., Audio(hello)@Message(sayHello)).
Nothing sends the message string "Continued". This means "required SetDialoguePanel(true)@Message(Continued)" will wait forever. However, if you were using continue buttons, the "required" keyword guarantees that the command will run when the continue button is clicked, even though it hasn't received the message string yet. You can simulate a continue button click like this:
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{{default}}; SetDialoguePanel(false, immediate); CinemachineZoom(CM vcam2, 7)->Message(DoneZooming); Continue()@Message(DoneZooming); required SetDialoguePanel(true)@Message(Continued);
For timelines, use a dialogue UI that doesn't have a visible continue button. Set the conversation's properties > Continue Button to Always. Then you can use Continue Conversation clips to advance each node.
i think you missed what i was asking, please read again this:For timelines, use a dialogue UI that doesn't have a visible continue button. Set the conversation's properties > Continue Button to Always. Then you can use Continue Conversation clips to advance each node.
also there is the second part of my question that is more important at the moment because it revealed to be a CRITICAL problem for my workflow at the moment, i need to solve this but i cannot find how.Also i noticed that the timeline speed works but there is one problem, i put the Continue to never, because i want the timeline to be able to manage my dialogue entries with "continue" in the timeline and not by player input, but when i put the timeline speed to 0 obviously it can't go to the "continue" blocks anymore so to open the response menu i have the player to do a click on the screen to continue, so it stops to be an "automatic" flow is there a way to fix
i made a video showing both these problemsalso there is an other "logic" problem, i think i need to switch position of where i am in the timeline based on the response of the player, because if one of the answers gets to a short conversation, i should have the player to get to the bottom of the timeline, instead he continues to go through the "continue" buttons, and we have also the reverse problem where if i have a short branch and a long one, for example let's say i have this : a cutscene that's just like "a conversation between two character where at the end one of them jumps from a roof" in one of the conversation branch there is the player that with only 3 dialogues lines quickly ends the conversation so the timeline would be composed of a start conversation and 3 continueconversationclips, but if i have an other branch of the conversation which is much longer let's say one with 7 dialogue lines i don't have enough continueconversationclips in my timeline, unless i project it taking in mind the longest conversation , but again i need now a way to make the timeline jump to the continueconversationclips i need.
i made an image to explain myself further:
In the image above there are two branches a "green" one longer, and a "purple" one shorter
(PS:Also correct me if i am wrong but i noticed that if i do not have the dialogue manager put on a "Continue" button approach and i put a quick zoom transition in the sequence like with Zoom2D(//,0.2) and i do not put a Delay(end) the dialogue gets over quickly when the zoom is over, is this expected behavior or i am doing something wrong)
in the first part you'll see that if i do not click on the screen it will not advance itself to the choice menu, at 0:19 you'll see that unless a do a click it does not advance to the choice menu, i need it to be an automatic process.
in the second part you'll see that if i choose the "tutto bene" answer( "the shortest path") the timeline of course when it resume will still follow the way leading to more "continueclip" but i need a way to make it behave in a different way like to switch it when it resume to the end of the timeline because that's how it should be , while in this current iteration even if i finished the conversation it has to wait till all the "continueclip" go on and on even if it is not needed in the shortest branch of the dialogues. Like this the Timeline and cutscenes are unusable if you have the player to make choices in between the dialogues of the Timeline, unless they all have the same amount of dialogue lines and "continueclips", or unless you make the choice to continue dialogues only with player input and not automatically