Hi,
Question related to the bark system... Is it possible to maintain the NPC "Bark UI" meanwhile the player is inside the trigger, and the only condition to make it disappear is when the player is out of it?
Thanks!
[Solved] Bark System Question.
[Solved] Bark System Question.
Last edited by Japtor on Thu Aug 30, 2018 9:47 am, edited 1 time in total.
Re: Bark System Question.
Hi,
Yes.
1. On your bark UI, tick Wait Until Sequence Ends:
2. Set the bark's Sequence to WaitForMessage(Left):
(The message can be anything. I just chose "Left" arbitrarily.)
3. Add another trigger that runs OnTriggerExit. Configure it to send the sequencer message "Left":
If you don't want to use another trigger in step #3 above, you can add a small script to the NPC instead. Something like:
Yes.
1. On your bark UI, tick Wait Until Sequence Ends:
2. Set the bark's Sequence to WaitForMessage(Left):
(The message can be anything. I just chose "Left" arbitrarily.)
3. Add another trigger that runs OnTriggerExit. Configure it to send the sequencer message "Left":
If you don't want to use another trigger in step #3 above, you can add a small script to the NPC instead. Something like:
Code: Select all
using UnityEngine;
public class SequencerMessageOnTriggerExit : MonoBehaviour {
private void OnTriggerExit(Collider other)
{
PixelCrushers.DialogueSystem.Sequencer.Message("Left");
}
}
Re: Bark System Question.
Hi Tony,
Thanks for your answer!
What if in "part 2" the "Bark Source" is set to "Conversation" instead of "Text"? It seems in "Conversation" there is no "Bark Text Sequence". I use as "Bark Source" -> "Conversation" because I have three Dialogue -> Conversation -> Nodes with different text that I want them to be executed randomly.
Any idea?
Thanks!
Thanks for your answer!
What if in "part 2" the "Bark Source" is set to "Conversation" instead of "Text"? It seems in "Conversation" there is no "Bark Text Sequence". I use as "Bark Source" -> "Conversation" because I have three Dialogue -> Conversation -> Nodes with different text that I want them to be executed randomly.
Any idea?
Thanks!
Re: Bark System Question.
Hi,
If "Bark Source" is set to "Conversation", it will use the dialogue entry node's Sequence.
If "Bark Source" is set to "Conversation", it will use the dialogue entry node's Sequence.
Re: Bark System Question.
Hi,
Oh true! I didn't remember that part, haha!
Thanks for your reply, It works perfectly now!
Oh true! I didn't remember that part, haha!
Thanks for your reply, It works perfectly now!
Re: Bark System Question.
Great! Happy to help!