Two Dialogue Styles? What Do?
- Littlenorwegians
- Posts: 32
- Joined: Sun Aug 04, 2024 3:06 pm
Re: Two Dialogue Styles? What Do?
Hello! One minor problem going on here.
There's some logic in place that I can't detect that keeps an avatar object disabled until a conversation starts.
Kinda fine, but I've got something of an elaborate setup.
Is there a way to make both the conversing subjects just stay activated upon enabling? Right now for instance the second person isn't active until he talks.
EDIT: Video of the issue
There's some logic in place that I can't detect that keeps an avatar object disabled until a conversation starts.
Kinda fine, but I've got something of an elaborate setup.
Is there a way to make both the conversing subjects just stay activated upon enabling? Right now for instance the second person isn't active until he talks.
EDIT: Video of the issue
Re: Two Dialogue Styles? What Do?
Hi,
Set the subtitle panels' Visibility dropdowns to Always From Start.
Set the subtitle panels' Visibility dropdowns to Always From Start.
- Littlenorwegians
- Posts: 32
- Joined: Sun Aug 04, 2024 3:06 pm
Re: Two Dialogue Styles? What Do?
Sadly, it is not working for me.
Something seems to disable these gameobjects or something.
Something seems to disable these gameobjects or something.
Re: Two Dialogue Styles? What Do?
Hi,
Please try this:
On your dialogue UI's StandardDialogueUI component, tick Conversation UI Elements > Don't Deactivate Main Panel.
On the Dialogue Panel, remove the Canvas Group and Animator components, clear the UIPanel component's Show Animator Trigger and Hide Animation Trigger, and UNtick Deactivate On Hidden.
In your conversation, make sure Calico and Brindle are assigned as the conversation participants both in the conversation itself and the dialogue entries in the Dialogue Editor, and that their GameObjects are assigned to the Dialogue System Trigger's Conversation Actor and Conversation Conversant fields if the actors have corresponding GameObjects.
Please try this:
On your dialogue UI's StandardDialogueUI component, tick Conversation UI Elements > Don't Deactivate Main Panel.
On the Dialogue Panel, remove the Canvas Group and Animator components, clear the UIPanel component's Show Animator Trigger and Hide Animation Trigger, and UNtick Deactivate On Hidden.
In your conversation, make sure Calico and Brindle are assigned as the conversation participants both in the conversation itself and the dialogue entries in the Dialogue Editor, and that their GameObjects are assigned to the Dialogue System Trigger's Conversation Actor and Conversation Conversant fields if the actors have corresponding GameObjects.
- Littlenorwegians
- Posts: 32
- Joined: Sun Aug 04, 2024 3:06 pm
Re: Two Dialogue Styles? What Do?
Right. I did all that, but I am sadly still having the same problem.
I wonder what the issue is. This is so close to being finished.
I wonder what the issue is. This is so close to being finished.
Re: Two Dialogue Styles? What Do?
It's probably the same thing on the subtitle panels. On both subtitle panels:
- Remove the Canvas Group and Animator components
- Clear the StandardUISubtitlePanel's Show Animation Trigger and Hide Animation Trigger fields
- UNtick Deactivate On Hidden
- Littlenorwegians
- Posts: 32
- Joined: Sun Aug 04, 2024 3:06 pm
Re: Two Dialogue Styles? What Do?
There we go!! We're golden. It now works perfectly.
One small quasi-related thing. I can't get "delay" commands to work in my script.
AnimatorPlay(Brindle_Smile, SpeakerPortrait);
Delay(2); SendMessage(EndPhoneCall, , PhoneSystem);
^ Like this piece of code is just meant to wait for 2 seconds after a smile animation is done, but currently not working. What am I doing wrong?
One small quasi-related thing. I can't get "delay" commands to work in my script.
AnimatorPlay(Brindle_Smile, SpeakerPortrait);
Delay(2); SendMessage(EndPhoneCall, , PhoneSystem);
^ Like this piece of code is just meant to wait for 2 seconds after a smile animation is done, but currently not working. What am I doing wrong?
Re: Two Dialogue Styles? What Do?
Hi,
All sequencer commands will attempt to run immediately unless you provide timing information. This means Delay(2) and SendMessage(EndPhoneCall, , PhoneSystem) will both attempt to run immediately, independently of each other.
Try something like:
You can also wait for sequencer messages in sequencer commands, like:
The first command waits until the animation is done. Then it sends an arbitrary message "DoneWaving". The second command waits for the "DoneWaving" message.
There's also a built-in message "Typed" that happens when the typewriter effect is done. It's often used like this:
The "required" keyword guarantees that the command plays even if the player skips ahead before the typing is finished.
All sequencer commands will attempt to run immediately unless you provide timing information. This means Delay(2) and SendMessage(EndPhoneCall, , PhoneSystem) will both attempt to run immediately, independently of each other.
Try something like:
Code: Select all
AnimatorPlay(Brindle_Smile, SpeakerPortrait);
SendMessage(EndPhoneCall, , PhoneSystem)@2;
Code: Select all
AnimatorPlayWait(Brindle_Wave, SpeakerPortrait)->Message(DoneWaving);
SendMessage(EndPhoneCall, , PhoneSystem)@Message(DoneWaving)
There's also a built-in message "Typed" that happens when the typewriter effect is done. It's often used like this:
Code: Select all
AnimatorPlay(Talk);
required AnimatorPlay(Idle)@(Typed)
- Littlenorwegians
- Posts: 32
- Joined: Sun Aug 04, 2024 3:06 pm
Re: Two Dialogue Styles? What Do?
Thank you very much
Here you can see the results of it in action.
Big thanks as always. You are a lifesaver, Tony Li.
Here you can see the results of it in action.
Big thanks as always. You are a lifesaver, Tony Li.
Re: Two Dialogue Styles? What Do?
Very nice! I like the camera shot and animation when the player answers the call.