Ends conversation after firs node
Re: Ends conversation after firs node
Are you using continue buttons in your dialogue UI? (e.g. Dialogue Manager -> Subtitle Settings > Continue Button set to Always)
How are you triggering the conversation?
What are the Console lines around the line where the NPC says "Welcome to CROM City?"
How are you triggering the conversation?
What are the Console lines around the line where the NPC says "Welcome to CROM City?"
Re: Ends conversation after firs node
Hello Tony
See first screen shot. It is set to NEVER. I have not changed any default settings. Only changed the default UI to the standard SCI FI UI that comes with your asset.
For this initial start scene as I use a dialogue system trigger and set to On Save Data Applied (see screenshot 2) as i want this conversation to start at the beginning of the game..
See image 3 for the console output..
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See first screen shot. It is set to NEVER. I have not changed any default settings. Only changed the default UI to the standard SCI FI UI that comes with your asset.
For this initial start scene as I use a dialogue system trigger and set to On Save Data Applied (see screenshot 2) as i want this conversation to start at the beginning of the game..
See image 3 for the console output..
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#2
#3
Re: Ends conversation after firs node
Hi,
Thanks for the screenshots. Unfortunately I don't have enough information to help. The Console screenshot shows that it should show that line for two seconds -- Delay(2). If this is the only conversation with this problem, you could create another node between <START> and "Welcome to CROM City".
Thanks for the screenshots. Unfortunately I don't have enough information to help. The Console screenshot shows that it should show that line for two seconds -- Delay(2). If this is the only conversation with this problem, you could create another node between <START> and "Welcome to CROM City".
Re: Ends conversation after firs node
Hmm. I really thought the screenshots would help.
I have two conversations in the game and they both behave like this where the first node gets skipped very fast.
The console output, if you go 4 lines up there is another Wekcome to Crom city, set to true?
I tried change the continue button from never to always, then off course the first node is displayed because I have to actively click on it.
This is not the behaviour I want, it should be standard.
And I also still have the mouse cursor issue, it remains on screen after conversations end..
I have two conversations in the game and they both behave like this where the first node gets skipped very fast.
The console output, if you go 4 lines up there is another Wekcome to Crom city, set to true?
I tried change the continue button from never to always, then off course the first node is displayed because I have to actively click on it.
This is not the behaviour I want, it should be standard.
And I also still have the mouse cursor issue, it remains on screen after conversations end..
Re: Ends conversation after firs node
I see that the Dialogue System Trigger is disabled. Are you sure that's the correct Dialogue System Trigger?
The screenshots show that the "Welcome to CROM City" line should stay visible for 2 seconds. Is it possible that your scene changer is busy fading in from block over those 2 seconds?
Can you reproduce either issue in the integration's example scene (Dialogue System Invector Locomotion)?
The screenshots show that the "Welcome to CROM City" line should stay visible for 2 seconds. Is it possible that your scene changer is busy fading in from block over those 2 seconds?
Can you reproduce either issue in the integration's example scene (Dialogue System Invector Locomotion)?
- I set the example scene's Dialogue System Trigger to OnSaveDataApplied, and it works correctly.
- I also UNticked the Input Device Manager's Control Cursor State, and the cursor correctly appears and disappears.
Re: Ends conversation after firs node
Don’t mind the disabled system trigger. That was during a test.
How to set it to be visible for 10 seconds as a test.
Any thought on the mouse cursor or do you want to focus on the first issue?
Thank you for enduring me Tony
How to set it to be visible for 10 seconds as a test.
Any thought on the mouse cursor or do you want to focus on the first issue?
Thank you for enduring me Tony
Re: Ends conversation after firs node
Hi,
To delay for 10 seconds, set the node's Sequence field to:
For both issues (including the mouse issue), I recommend comparing your scene to the example included with the integration. See the notes in my previous reply that explained how I tested the mouse cursor.
To delay for 10 seconds, set the node's Sequence field to:
Code: Select all
Delay(10)
Re: Ends conversation after firs node
Setting the delay helped on the first node to stay,
Now for the mouse issue.
I opened up the example scene, here the mouse cursor is visible all times?
Now for the mouse issue.
I opened up the example scene, here the mouse cursor is visible all times?
Re: Ends conversation after firs node
Did you untick the Input Device Manager's Control Cursor State as I mentioned in my previous reply?
Re: Ends conversation after firs node
Yes I did.
Let me know if there are any specifics you want screenshot of.
If I start game without starting a conversation then there is no mouse cursor and everything is fine.
After a conversation the mouse visibility persist
Let me know if there are any specifics you want screenshot of.
If I start game without starting a conversation then there is no mouse cursor and everything is fine.
After a conversation the mouse visibility persist