Conversations overlapping Timelines
Conversations overlapping Timelines
I am using timelines that happen consecutively after each other. I am having issues with the dialogue overlaps in the next timeline I have tried to delay and extra nodes to enough time for the dialogue to disappear and not appear in the next timeline but nothing seems to. Also, each timeline has a different override display settings. Is the way to fix this
Re: Conversations overlapping Timelines
Instead of adding delay nodes, you can tell each dialogue entry to wait for a sequencer message from the timeline. For example, set a dialogue entry node's Sequence field to something like:
In your timeline, use a Sequencer Message clip to send the message "GotoNextNode".
Code: Select all
WaitForMessage(GotoNextNode)
Re: Conversations overlapping Timelines
In the timeline where and what is the sequence message clip?
Re: Conversations overlapping Timelines
Sorry, the Sequencer Message clip was recently added in the development branch for DS version 2.2.48. It's not in version 2.2.47 and earlier. Here's a patch that adds it to older versions:
DS_TimelineSequencerMessagePatch_2024-07-24.unitypackage
DS_TimelineSequencerMessagePatch_2024-07-24.unitypackage
Re: Conversations overlapping Timelines
I haven't updated the dialogue system can I update from the package manager
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Re: Conversations overlapping Timelines
Hi,
You can update the Dialogue System from the Package Manager window, but if you only need the Sequencer Message timeline clip you can just import the package linked above. Even if you update the Dialogue System to the current release version (2.2.47), you'll still need to import the package linked above since it isn't available in the release version yet.
You can update the Dialogue System from the Package Manager window, but if you only need the Sequencer Message timeline clip you can just import the package linked above. Even if you update the Dialogue System to the current release version (2.2.47), you'll still need to import the package linked above since it isn't available in the release version yet.
Re: Conversations overlapping Timelines
Do you add it like this
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Re: Conversations overlapping Timelines
Close!
In the Sequencer Message clip in Timeline, set the Message to just "GotoNextNode" (without quotes).
In the Dialogue Editor, set your dialogue entry's Sequence field to "WaitForMessage(GotoNextNode)" (without quotes).
In the Sequencer Message clip in Timeline, set the Message to just "GotoNextNode" (without quotes).
In the Dialogue Editor, set your dialogue entry's Sequence field to "WaitForMessage(GotoNextNode)" (without quotes).
Re: Conversations overlapping Timelines
I got this working thanks but I am having trouble deactivating the current game object timeline and activating the another timeline gameobject.
this is what I put the sequence
SetActive(14.1 A Festival Like No Other - NPC,false);
WaitForMessage(GotoNextNode);
SetActive(14.2 A Festival Like No Other - NPC,true)
this is what I put the sequence
SetActive(14.1 A Festival Like No Other - NPC,false);
WaitForMessage(GotoNextNode);
SetActive(14.2 A Festival Like No Other - NPC,true)
Re: Conversations overlapping Timelines
Hi,
All sequencer commands try to run immediately unless they have "@" timing information after them. If you want to run the second timeline after the first one has finished, try something like:
All sequencer commands try to run immediately unless they have "@" timing information after them. If you want to run the second timeline after the first one has finished, try something like:
Code: Select all
SetActive(14.1 A Festival Like No Other - NPC,false);
SetActive(14.2 A Festival Like No Other - NPC,true)@Message(GotoNextNode)