Can I achieve This JRPG Cutscene (PS2 etc) Using Dialogue System?

Announcements, support questions, and discussion for the Dialogue System.
rmagn
Posts: 21
Joined: Tue Jul 09, 2024 6:05 am

Re: Can I achieve This JRPG Cutscene (PS2 etc) Using Dialogue System?

Post by rmagn »

Hi Toni,

The sequencer message function is working.
but when i tried using HidePanel(0);
it shows like this
img

and i couldnt find the sequence function using the + button
i tried using

Code: Select all

SetDialoguePanel(false);
Continue()@Message(Resume);
SetDialoguePanel(true);
but the dialogue system behaved not as expected..

1.)is there anything im missing?
2.)i notice that when SLATE cutscene is paused, the character animation stop, is it expected?
3.)if possible, how to make animation like character idle still looping when slate pauses?
4.) i would like to put "..." on a bark with 1 character per second , so i set that in a new conversation like this image,
but my bark UI Text has typewriter effect with 30 chars per second (since i would like to enable character to talk with bark with 30 chars per second speed)like this.
how can i make the bark UI follow the conversation subtitle setting instead of typewriter effect just for this conversation?
User avatar
Tony Li
Posts: 22107
Joined: Thu Jul 18, 2013 1:27 pm

Re: Can I achieve This JRPG Cutscene (PS2 etc) Using Dialogue System?

Post by Tony Li »

Hi,

You're on the right track to use SetDialoguePanel() instead of HidePanel(). Use it like this:

setDialoguePanel.png
setDialoguePanel.png (123.24 KiB) Viewed 348 times
rmagn
Posts: 21
Joined: Tue Jul 09, 2024 6:05 am

Re: Can I achieve This JRPG Cutscene (PS2 etc) Using Dialogue System?

Post by rmagn »

it works fine ! thank you!
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