Hi Tony, as you suggest, I tried to convert all the previous conversation to a bark, as it should be the right tool.
But now some time some line will not be triggered, few of them are grouped to fire a random line, like in the screen below, if I leave the first node empty, the character will say nothing (neither the balloon will appear) if I fulfil the node, the character will just say the line in the node without reach the end of the path.
Maybe there is a different configuration to use?
The first node have the Continue@0.01f in the Sequence, the set a random value in a temp variable.
The second node have just a Continue@0.01 in the Sequence
Meanwhile, the last three leafs are just the line to say (one as fallback for trouble with the variable)
Change subtitle panel runtime
Re: Change subtitle panel runtime
Hi,
Barks will only use dialogue entry nodes that are linked directly from <START>.
Group nodes are okay, so it's okay to do this:
<START> --> {group} --> ["bark"]
It's possible that some nodes are being rejected because of their Conditions. See the Logging & Debugging Tips Tutorial to get more info.
One more note: To allow barks to play while a conversation is active, tick the Dialogue Manager's Display Settings > Bark Settings > Allow Barks During Conversations checkbox is ticked.
Barks will only use dialogue entry nodes that are linked directly from <START>.
Group nodes are okay, so it's okay to do this:
<START> --> {group} --> ["bark"]
It's possible that some nodes are being rejected because of their Conditions. See the Logging & Debugging Tips Tutorial to get more info.
One more note: To allow barks to play while a conversation is active, tick the Dialogue Manager's Display Settings > Bark Settings > Allow Barks During Conversations checkbox is ticked.