I'm currently looking to set up a Sequence like this (pseudocode):
FadeIn();
[Wait for fade to complete]
StartConversation();
My Trigger object looks like this:
Screenshot 2023-07-13 205305.png (48.63 KiB) Viewed 869 times
My issue is, the Fade occurs, but immediately, the conversation Action starts.
I have two questions:
How do I delay an action to wait on the one above?
Is it possible to trigger a conversation from a sequence? Say I have triggers A and B, can A run a sequence that start's B's conversation? I was looking through the docs and couldn't figure out how to do this.
As per my second question - is it possible for a Dialogue Trigger to start a Conversation on a different object?
AKA is there any way for a sequence or something to call a different GameObject's DialogueTrigger StartConversation Action, or do they need to be on the same object?
It's possible. Set the other GameObject's Dialogue System Trigger to OnUse. Then you'll use the SendMessage() sequencer command to trigger it. There are two ways to specify the other GameObject:
1. If you're playing the sequence in a Dialogue System Trigger's Action > Play Sequence, assign the other GameObject as the Sequence Speaker. Then use this sequencer command: SendMessage(OnUse)
2. If you can't specify the sequence speaker, give the other GameObject a unique name. For example, say it's named Foo. Then use this command: SendMessage(OnUse, , Foo)
If you know the speaker is the conversation actor and that its GameObject name is exactly the same as the actor's Display Name field in your dialogue database, you could do this: