Hello, Tony
I'm trying to trigger a timeline sequence (that has a conversation track )from a conversation. The problem: as the Timeline sequence uses a dialogue conversation two dialogues become active at the same time. When I trigger the conversation, and thus trigger the timeline sequence, I get this error:
Dialogue System: Another conversation is already active. Not starting '5-Gilalee'.
UnityEngine.Debug:LogWarning(Object)
PixelCrushers.DialogueSystem.DialogueSystemController:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.DialogueManager:StartConversation(String, Transform, Transform, Int32)
PixelCrushers.DialogueSystem.ConversationMixerBehaviour:ProcessFrame(Playable, FrameData, Object) (at Assets/Dialogue System/Scripts/Supplemental/Timeline/Playables/Conversation/ConversationMixerBehaviour.cs:39)
Is it possible to trigger, from a conversation node, a timeline sequence that contains a conversation track? The reason I am trying to do this is that I am using a mixture of both Timeline sequences (for more elaborate conversations) and basic interactions with mostly just dialogue. If I place A Timeline trigger as a child of the NPC and make it conditional the collider of the Playable directory interferes with the collider for the conversation trigger.
Thanks in advance,
Nathan
Timeline Sequencer Command Error
Re: Timeline Sequencer Command Error
Hi Nathan,
By default, the Dialogue System won't let you run more than one conversation at a time. To change this, inspect the Dialogue Manager GameObject, and tick Allow Simultaneous Conversations. In this case, you'll probably want to use Override Dialogue UI component(s) to use different dialogue UIs for each conversation. Otherwise they'll try to use the same dialogue UI, which will be a mess.
If that doesn't answer your question, please let me know.
By default, the Dialogue System won't let you run more than one conversation at a time. To change this, inspect the Dialogue Manager GameObject, and tick Allow Simultaneous Conversations. In this case, you'll probably want to use Override Dialogue UI component(s) to use different dialogue UIs for each conversation. Otherwise they'll try to use the same dialogue UI, which will be a mess.
If that doesn't answer your question, please let me know.
Re: Timeline Sequencer Command Error
That was it. Thanks for pointing out the obvious again.
Re: Timeline Sequencer Command Error
Glad to help!