Combining timeline and conversation at a timescale of 0

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phoot
Posts: 15
Joined: Wed Sep 13, 2023 3:21 pm

Combining timeline and conversation at a timescale of 0

Post by phoot »

Hello,

I'm trying to have a specific behaviour. I want the following behaviour:
  • A power-up game object with a timeline cutscene attached to it.
  • Upon entering the power-up's trigger2d the timescale is set to 0 and the acquire power-up cutscene is started.
  • At the end of the timeline a signal enables a dialogue trigger component set to "onEnable" and "play during paused game".
  • The conversation starts without the game ever being unpaused.
  • After the conversation finishes timescale is 1 again and the player may continue.
What happens instead: As soon as the timeline ends and the signal emitter is called, the conversation does start, but the timescale seems to be 1 again, and after finishing the conversation (4 straight standard nodes) the game pauses. I tried manually calling the trigger's OnUse() but it did not help.

I'm a bit at a loss since I do have other conversations working just fine during timescale 0. I use the usable and selector components in combination with the trigger component set to OnUse there.

Any help would be greatly appreciated.
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Tony Li
Posts: 22106
Joined: Thu Jul 18, 2013 1:27 pm

Re: Combining timeline and conversation at a timescale of 0

Post by Tony Li »

Hi,

Would you please post a screenshot of the Dialogue System Trigger's inspector view?
phoot
Posts: 15
Joined: Wed Sep 13, 2023 3:21 pm

Re: Combining timeline and conversation at a timescale of 0

Post by phoot »

Hello Tony,

here the screenshot:
https://ibb.co/3MCjBtP

I arranged the components in order for the director and the signal receiver to be visible too, so you can hopefully see what I'm aiming for.
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Tony Li
Posts: 22106
Joined: Thu Jul 18, 2013 1:27 pm

Re: Combining timeline and conversation at a timescale of 0

Post by Tony Li »

Hi,

You do not need to tick Pause Game During Conversation. If you leave it UNticked, it should leave Time.timeScale untouched.
phoot
Posts: 15
Joined: Wed Sep 13, 2023 3:21 pm

Re: Combining timeline and conversation at a timescale of 0

Post by phoot »

Hello,

I tried this but I didn't get the desired result. Behaviour remained the same.

I'm now trying another approach by not using the trigger component. Instead I directly call StartConversation() by script after hooking into the playabledirector.stopped event. I think I'll get it to behave the way I want with this approach.

Sorry for bothering you and thank you again for your time and advice.
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Tony Li
Posts: 22106
Joined: Thu Jul 18, 2013 1:27 pm

Re: Combining timeline and conversation at a timescale of 0

Post by Tony Li »

Sounds good. If you need to revisit it, let me know.
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